ShockwaveExplosion

 

The Explosion uses a texture to display a circular shockwave in the X-axis of the map. In-game the texture is trippled to initially form three separate planes (3D), but each merges into the X-axis as the shockwave expands.

The Explosion can deal damage.

classLabel = "shockwavexplode" //Note, one "E" shared for ..wavExpl..

Stock ODF Commands

rate

Float, Default: ~10

The rate of expansion of the shockwave.

rate = 60

texture

String, Default: "wselfdes"

The name of the texture for the shockwave. No file extension required.

texture = "wselfdes"

color

Float, Default: 1.0 1.0 1.0, Array

Modifies the red, green, blue (RGB) color of the shockwave texture.

color = 1.0    1.0    0.0

radiusFactor

Float, Default: ???

Determines the radius of the shockwave (and any damaging effects). If damage is specified, the rate that damageBase is applied increases the closer the target is to the center of the shockwave.

***This rate is unknown

radiusFactor = 1.0

fadeFactor

Float, Default: ~0.9

How far out (as a fraction of its total radius) from the initiation of the shockwave before the shockwave's visual begins to fade (1.0 = 100%).

fadeFactor = 0.3

rays

Integer, Default: 10

The number of visible rays that spread out, radially, from the explosion's epicenter. Note that the texture composes a single ray, so that each additional ray is the specified texture being replicated (and stretched or compressed) to form the circular shockwave.

rays = 16

damageBase

Float, Default: 0.0, Pair Array

The total amount of damage dealt by the shockwave over the time it lasts, if a target is at the center of the blast and stays there for its duration. GameObjects which are not at the center of the shockwave will not receive the full damageBase, as they are not affected for the full duration of the explosion. Likewise, GameObjects may move into and out of the shockwave and receive less than damageBase.

damageBase = 100
     "monsoon.odf" 50.5

damageVariance

Float, Default: 0.0, Pair Array

Sets the random variation in damage per shot as defined by damageBase plus or minus the damageVariance.

damageVariance = 10
     "monsoon.odf" 3
     "shrike.odf" 4.4

damageThreshold

Float, Default: 0.0, Pair Array

The damage threshold per shot which must be exceeded to cause crew casualties prior to shield exhaustion.

Note that this command is affected by the RTS_CFG.h SHIELD_DAMAGE_PROTECTION command and by the Craft shieldProtection ODF command: if the Craft is fully protected by its shields, damageThreshold will have no effect.

damageThreshold = 60
      "neghvarY.odf" 100

shieldCrewModifier

Float, Default: 0.0, Pair Array

The modifier, by which any damage which exceeds the damageThreshold is multiplied by, to calculate the fraction of crew lost with that hit.

The amount of crew that is killed is calculated by the following equation: ( damageBase - damageThreshold ) * shieldCrewModifier = percent of crew killed (1.0 = 1.0%)

Note that this command is affected by the RTS_CFG.h SHIELD_DAMAGE_PROTECTION command and by the Craft shieldProtection ODF command: if the Craft is fully protected by its shields, shieldCrewModifier will have no effect.

shieldCrewModifier = 0.2
       "outpostY.odf" 0.05

hullCrewModifier

Float, Default: 0.0, Pair Array

The modifier, by which any damage which is applied to the hull is multiplied by, to calculate the fraction of crew lost with that hit.

The amount of crew that is killed is calculated by the following equation: damageBase * hullCrewModifier = percent of crew killed (1.0 = 1.0%)

hullCrewModifier = 0.05
      "outpostY.odf" 0.03