"Force" on Damage Question
Posted: Mon Aug 14, 2023 5:31 pm
Hi,
What's the best way to ensure that my enemy units don't hurt each other, but do hurt the the player and his stuff?
I have an example below, where I've placed a force several places. Over-kill, but not sure where the best spot is.
Is there something like Force = Same? That way the damage would match the entity that created it?
Thanks
What's the best way to ensure that my enemy units don't hurt each other, but do hurt the the player and his stuff?
I have an example below, where I've placed a force several places. Over-kill, but not sure where the best spot is.
Code: Select all
-- Stream Spitters - Fire Streams (hydralisk)
function Spitter_Attack_Stream_Fire(data)
return {
type = "stream",
force = "enemy",
ammo_category = "flamethrower",
range_mode = "bounding-box-to-bounding-box",
cooldown = data.cooldown,
range = data.range,
projectile_creation_distance = 1.9,
damage_modifier = data.damage_modifier or 1.0,
warmup = data.range * 1.5, -- 15,
min_range = 6,
turn_range = 1.0,
fire_penalty = 30,
gun_barrel_length = 1 * data.scale,
gun_center_shift = {
north = {-0.4 * data.scale, -1.8 * data.scale},
east = {3 * data.scale, 4 * data.scale},
south = {-0.4 * data.scale, 8.8 * data.scale},
west = {0.65 * data.scale, 4 * data.scale}
},
ammo_type = {
category = "flamethrower",
action = {
type = "direct",
force = "enemy",
action_delivery = {
type = "stream",
force = "enemy",
stream = "ne-fire-stream",
source_offset = {0.15, -0.5},
--source_offset = {-100, -0.5},
max_length = data.range,
duration = 160
}
}
},
sound = sounds.spitter_roars(data.roarvolume),
animation = zerg_hydralisk_attackanimation("hydralisk", data.scale, data.tint1)
}
end
Thanks