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Having issues with criticals, need help.

17 Oct 2015, 18:41 PM
#1
avatar of Vangruffe

Posts: 139

Hi. I'm currently making modifications to no_critical_rear (I'm pretty sure you guys know what this is)

So what I'm trying to do is when a weapon hits the rear of a vehicle, the vehicles takes more damage.

So here's what I've done -

Added an action\damage to the critical's actions -

In it, I put damage as 10, and set percentage as true.

In-game, the issues appearing are two things -

  • kicker_message doesn't show up
  • Instead of the critical action\damage adding 10% more damage, the critical instead reduces the affected vehicle's HP until it's barely alive (like, imagine, one PTRS shot can take it out)



For now I'm using a slightly different table but I would really like to use the Percentage thing, and also have the kicker_messages pop up. May anyone please help me on fixing these two issues?
17 Oct 2015, 19:41 PM
#2
avatar of Contrivance

Posts: 165 | Subs: 2

If you set it as percentage, then it reduces the affected target to that percentage of HP. In your case it's being reduced to 10%, nearly killing it.

I can't think of an easy way to make a weapon do 10% more damage on a rear hit, unfortunately :/
18 Oct 2015, 07:06 AM
#3
avatar of Vangruffe

Posts: 139

If you set it as percentage, then it reduces the affected target to that percentage of HP. In your case it's being reduced to 10%, nearly killing it.

I can't think of an easy way to make a weapon do 10% more damage on a rear hit, unfortunately :/


Wow, guess I'll have to use my other table then (sad) :(

May you help me on my kicker_message issue, please?
18 Oct 2015, 13:55 PM
#4
avatar of Contrivance

Posts: 165 | Subs: 2

Can you show how you set up the kicker message?
18 Oct 2015, 16:33 PM
#5
avatar of Vangruffe

Posts: 139

Can you show how you set up the kicker message?


It's the same as it came with the critical, since I didn't modify that part of the critical.
18 Oct 2015, 18:22 PM
#6
avatar of Contrivance

Posts: 165 | Subs: 2

message_colour_a is 0, which means the alpha is 0 (invisible). 255 is fully opaque.
22 Oct 2015, 12:29 PM
#7
avatar of Vangruffe

Posts: 139

message_colour_a is 0, which means the alpha is 0 (invisible). 255 is fully opaque.


I tried it but it still won't show the message :(

Moreover, why are the kicker_message showing for vanilla criticals when the alpha is set to 0? So strange.
22 Oct 2015, 13:57 PM
#8
avatar of eliw00d
Honorary Member Badge

Posts: 756 | Subs: 8

Which ones are set to 0 by default?

Make sure message_seconds is not 0 and you have at least one action.
30 Oct 2015, 15:40 PM
#9
avatar of Vangruffe

Posts: 139

jump backJump back to quoted post22 Oct 2015, 13:57 PMeliw00d
Which ones are set to 0 by default?

Make sure message_seconds is not 0 and you have at least one action.


Yep. message_seconds is at 1.5.

message_colour_a is 255

message_colour_b is 0

message_colour_g is 0

message_colour_r is 255

offset_x is 0

Offset_y is 0

31 Oct 2015, 15:57 PM
#10
avatar of eliw00d
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Posts: 756 | Subs: 8

What is your action?
31 Oct 2015, 20:16 PM
#11
avatar of Vangruffe

Posts: 139

jump backJump back to quoted post31 Oct 2015, 15:57 PMeliw00d
What is your action?


Two requirement_actions. Basically each action is checking if the executing weapon matches a list of requirements. This is just to balance out the extra damage added for autocannons.
31 Oct 2015, 23:24 PM
#12
avatar of eliw00d
Honorary Member Badge

Posts: 756 | Subs: 8

Did you type in a message?

This is very difficult to troubleshoot. Could you just take a picture of the entire critical, with everything expanded?
1 Nov 2015, 10:05 AM
#13
avatar of Vangruffe

Posts: 139

jump backJump back to quoted post31 Oct 2015, 23:24 PMeliw00d

This is very difficult to troubleshoot. Could you just take a picture of the entire critical, with everything expanded?


Yeah I should've done that -







1 Nov 2015, 14:18 PM
#14
avatar of eliw00d
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Posts: 756 | Subs: 8

Set check_self to false.
1 Nov 2015, 17:00 PM
#15
avatar of Vangruffe

Posts: 139

Set check_self to false.


Just wondering: So how is it going to check if the executor's weapon is X?
1 Nov 2015, 17:35 PM
#16
avatar of Contrivance

Posts: 165 | Subs: 2

I'm not sure if Criticals have an executer in the first place. Are you sure it's working with check_self at TRUE?
1 Nov 2015, 18:31 PM
#17
avatar of Vangruffe

Posts: 139

I'm not sure if Criticals have an executer in the first place. Are you sure it's working with check_self at TRUE?


Well, I took two screenshots to compare the difference. One is for a tank being hit from the front, and another being hit from the rear -





Seems to be working.
1 Nov 2015, 19:04 PM
#18
avatar of eliw00d
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Posts: 756 | Subs: 8

Ah, then show us your requirements.

Also, make sure the pbgid matches the original.
5 Nov 2015, 11:21 AM
#19
avatar of Vangruffe

Posts: 139

Ah, then show us your requirements.

Also, make sure the pbgid matches the original.


The requirements look like this -



And yep, the pbgid is matching the original.
5 Nov 2015, 12:37 PM
#20
avatar of eliw00d
Honorary Member Badge

Posts: 756 | Subs: 8

Strange. Maybe add hardpoints? Other than that, I have no idea.
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