ExplosiveDamageEffectRules
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.rules
file/node location: Cosmoteer.Simulation.HitEffects.ExplosiveDamageEffectRules
Applies damage over an area using an algorithm that damages objects nearest the epicenter first.
Alias "ExplosiveDamage".
Inherits from BaseExplosiveEffectRules<ExplosiveDamageEffectRules.Proxy, ExplosiveDamageEffectRules.HitInfo>
.
Used by stacks of ammo, mine_part
, missile_part_he
, missile_part_nuke
, and sulfur
.
Also used by all part explosions and the hit from the following projectiles : flak_large
, missile_emp
, missile_he
, and both stages of missile_nuke
.
Also contains the nested struct Proxy
(see below).
Name | Type | Required? | Buffable? | Default value | Description |
---|---|---|---|---|---|
TotalDamage | int | Yes | Yes | - | Damage of the explosion, to be spread around, starting close to the center. |
DamageType | ID<Cosmoteer.DamageType> | - | - | Cosmoteer.DamageType.Explosive | The type of damage dealt.
"Explosive" damage is reduced and absorbed by armor. But this means you can change damage type. |
SpawnUnderlying | - | - | true | If true, the structures supposed to be under the parts will be there after the explosion. Else they won't be. | |
FireChancePerNDamage | - | Yes | - | Chance to create a fire in each hit tile.
The chance scales based on damage dealt. | |
ImpulsePerNDamage | - | Yes | - | Impulse is a physics force : it pushes things.
This one seems to scale based on the damage dealt. | |
NDamage | - | - | 1 | For scaling other parameters with NDamage in their Name.
| |
Filter
ReadContentOnly |
EffectFilter | - | - | new
|
Decides what things are affected.
See link. |
CrewKillChance | float | Yes | 1 | %chance to kill any EVA crew hit. "1" should mean 100% chance.
It's not possible to use this to kill crew inside ships.[1] |
Notes
Nothing yet.
Examples
Stacks of sulfur causing explosion damage while the stacks of iron don't. (Discord link)
Proxy
A proxy for a part, shield, or bullet that can be damaged by the explosion.