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Buzz Droid Missile (Games : Star Wars: Empire at War: Forces of Corruption : Mods : Yuuzhan Vong at War : Forum : MODDING HELP : Buzz Droid Missile) Locked
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Aug 7 2016 Anchor

So I've been trying to implement them for some time now. What I did, after making a new projectile, was I changed the detonation particle of it with a new one using the generic buzz droid model. It works visually but what I'm having doubts at its functionality.

What I did to theoretically make them do area of effect damage after detonation was I added the <Projectile_Blast_Area_Damage> and the <Max_Secs_For_AE_Delayed_Damage> tags to the projectile. It just doesn't seem to work though.

I also tried putting the buzz droid ability in the new detonation particle and it does not work.

So my question:

  • Is there any other way to make these buzz droids missiles?
  • What exactly does <Max_Secs_For_AE_Delayed_Damage> do?
Oct 17 2016 Anchor

"Is there any other way to make these buzz droids missiles?"

Buzz Droids in the original game are a space unit with the BUZZ_DROIDS behaviour. What I assume the Buzz Droid ability does is spawning a Buzz Droid unit at the fighter's/squadron's current location.
You should be able to emulate that behaviour with a script attached to the detonation particle. This script only has to create a buzz droid unit at the explosion's position.

"What exactly does <Max_Secs_For_AE_Delayed_Damage> do?"

I don't really know, but I assume it prevents the engine from wasting time on AoE calculations in a dynamic environment. So if it takes to long to apply all AoE damage it just stops.


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