Per Joel's request, demo explosion block damage has been increased from 200 to 5000.The detonation time delay has been reduced from 5 to 2 seconds, which is still long enough to do a melee hit and run away without dying.
Hi faatal!
Appreciate all your hard work (and all the devs) to give us this wonderful game!
Would it be possible, to have the "mandatory" explosion on death be an XML attribute in the demolisher entity definition?
The reason I ask, is that having a "non stoppable" explosion is a huge difference to game play and hordes, and one that I fear will have huge issues with base building. It might be just fine, but you can imagine having a few demolishers exploding in your base dealing 5k damage, where you'll see bases crumble, storage lost, and basically either way generate hours of cleanup. And this without a way to actually kill them such as through headshots and avoiding it.
A simple "explode on death" true/false would solve that, allowing the community to play around with this setting. Heck, I'd include that in the cop as well, so we could see how it'd affect cops always exploding regardless of fa(a)tal damage or not.
The same goes for the detonation time delay. Putting in XML would allow players and modders a hugely more effective way to make changes.
Maybe on a more advanced, even an attribute as to "explosion on death" property to specify "demolisher/cop" allowing us to easily mod other zombie entities to have the same explosion potential. But anyway, just an on/off for the mandatory explosion would be sufficient for a basic approach!
(This of course if he always explode on death as I understood, if not, and you can actually terminally damage him and prevent headshots then it's more like cops and it's fine
/Vedui