Apologies if this has been covered but I've been unable to find anything on it.
I'm attempting to add a ground AOE effect to a projectile (iteration of rocket launcher ammo). I started by leveraging the molotov cocktail properties and effects. However, I'm having no success. Here's what I have so far:
<item name="ammoRocketDC">
<property name="Extends" value="ammoRocketHE"/>
<property name="CustomIcon" value="ammoRocketHE"/><property name="CustomIconTint" value="116,238,103"/>
<property name="UnlockedBy" value="AtomicEngineeringSchematic"/>
<property name="FuelValue" value="60"/>
<property name="Group" value="Ammo/Weapons"/>
<property class="Action1">
<property name="Explosion.RadiusBlocks" value="21"/> <!-- damage radius for blocks -->
<property name="Explosion.RadiusEntities" value="21"/> <!-- damage radius for entities -->
<property name="Explosion.BlockDamage" value="30000"/> <!-- workaround, not affected by perks at all -->
<property name="Explosion.EntityDamage" value="2500"/> <!-- workaround, not affected by perks at all -->
<property name="Explosion.BlastPower" value="100"/> <!-- (int,100) how far ragdolls and such are flung -->
<property name="Explosion.Buff" value="buffBurningMolotov"/>
<property name="Explosion.Buff_chance" value="1"/> <!-- giving this a shot -->
<property name="Explosion.RadiusBuffs" value="21"/> <!-- giving this a shot -->
<property name="Gravity" value="-30"/>
<property name="FlyTime" value=".5"/>
<property name="LifeTime" value="50"/>
<property name="FuseTime" value="20000"/>
<property name="ExplodeOnHit" value="true"/>
<property name="CollisionRadius" value="0.5" />
</property>
<effect_group name="ammoRocketDC" tiered="false">
<passive_effect name="BlockDamage" operation="base_set" value="30000" tags="perkDemolitionsExpert"/><display_value name="dExDamageBlock" value="30000"/>
<passive_effect name="EntityDamage" operation="base_set" value="2500" tags="perkDemolitionsExpert"/><display_value name="dExDamageEntity" value="2500"/>
<passive_effect name="ProjectileVelocity" operation="base_set" value="50" tags="perkDemolitionsExpert"/>
<display_value name="dExRadius" value="21"/>
<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="positionAOE" range="21" cvar="buffBurningMolotovDuration" operation="set" value="16">
<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="0"/></triggered_effect>
<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="positionAOE" range="21" cvar="buffBurningMolotovDuration" operation="set" value="17">
<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="NotEquals" value="0"/></triggered_effect>
<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="positionAOE" range="21" buff="buffBurningMolotov, buffBurningElement"/>
<display_value name="dExDamageFire" value="250"/>
<display_value name="dDuration" value="16"/>
</effect_group>
</item>
I had suspected that the relevant areas where the effect_group (which is copied directly from the molotov with range and damage values cranked up) and explosion.buff which is also pulled from the molotov.
-
On impact, the burning effect of a molotov does get applied to people and zombies (sometimes) in the 21 block range. However, the ground burning effect does not apply as it does with the molotov itself.
-
So here are my questions:
1. what am I doing wrong?
2. is the molotov effect something that won't apply to a projectile type of ammo?
3. is there some way to apply an AOE effect like the burning ground (basically, the when-stepped-on type of triggered buff applied to the ground blocks in the impact area)?
I'm attempting to add a ground AOE effect to a projectile (iteration of rocket launcher ammo). I started by leveraging the molotov cocktail properties and effects. However, I'm having no success. Here's what I have so far:
<item name="ammoRocketDC">
<property name="Extends" value="ammoRocketHE"/>
<property name="CustomIcon" value="ammoRocketHE"/><property name="CustomIconTint" value="116,238,103"/>
<property name="UnlockedBy" value="AtomicEngineeringSchematic"/>
<property name="FuelValue" value="60"/>
<property name="Group" value="Ammo/Weapons"/>
<property class="Action1">
<property name="Explosion.RadiusBlocks" value="21"/> <!-- damage radius for blocks -->
<property name="Explosion.RadiusEntities" value="21"/> <!-- damage radius for entities -->
<property name="Explosion.BlockDamage" value="30000"/> <!-- workaround, not affected by perks at all -->
<property name="Explosion.EntityDamage" value="2500"/> <!-- workaround, not affected by perks at all -->
<property name="Explosion.BlastPower" value="100"/> <!-- (int,100) how far ragdolls and such are flung -->
<property name="Explosion.Buff" value="buffBurningMolotov"/>
<property name="Explosion.Buff_chance" value="1"/> <!-- giving this a shot -->
<property name="Explosion.RadiusBuffs" value="21"/> <!-- giving this a shot -->
<property name="Gravity" value="-30"/>
<property name="FlyTime" value=".5"/>
<property name="LifeTime" value="50"/>
<property name="FuseTime" value="20000"/>
<property name="ExplodeOnHit" value="true"/>
<property name="CollisionRadius" value="0.5" />
</property>
<effect_group name="ammoRocketDC" tiered="false">
<passive_effect name="BlockDamage" operation="base_set" value="30000" tags="perkDemolitionsExpert"/><display_value name="dExDamageBlock" value="30000"/>
<passive_effect name="EntityDamage" operation="base_set" value="2500" tags="perkDemolitionsExpert"/><display_value name="dExDamageEntity" value="2500"/>
<passive_effect name="ProjectileVelocity" operation="base_set" value="50" tags="perkDemolitionsExpert"/>
<display_value name="dExRadius" value="21"/>
<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="positionAOE" range="21" cvar="buffBurningMolotovDuration" operation="set" value="16">
<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="0"/></triggered_effect>
<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="positionAOE" range="21" cvar="buffBurningMolotovDuration" operation="set" value="17">
<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="NotEquals" value="0"/></triggered_effect>
<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="positionAOE" range="21" buff="buffBurningMolotov, buffBurningElement"/>
<display_value name="dExDamageFire" value="250"/>
<display_value name="dDuration" value="16"/>
</effect_group>
</item>
I had suspected that the relevant areas where the effect_group (which is copied directly from the molotov with range and damage values cranked up) and explosion.buff which is also pulled from the molotov.
-
On impact, the burning effect of a molotov does get applied to people and zombies (sometimes) in the 21 block range. However, the ground burning effect does not apply as it does with the molotov itself.
-
So here are my questions:
1. what am I doing wrong?
2. is the molotov effect something that won't apply to a projectile type of ammo?
3. is there some way to apply an AOE effect like the burning ground (basically, the when-stepped-on type of triggered buff applied to the ground blocks in the impact area)?