Forged Alliance Forever Forged Alliance Forever Forums 2016-12-25T20:40:56+02:00 /feed.php?f=3&t=13723 2016-12-25T20:40:56+02:00 2016-12-25T20:40:56+02:00 /viewtopic.php?t=13723&p=141216#p141216 <![CDATA[Re: Making really realistic nukes]]>
I think you need to create a new animation if you wish a larger explosion, alternately, you could use the explosion for the yolona or the paragon death explosion for a larger animation that already exists.

BTW. Realistically speaking, you can make nukes create an explosion in the the size you want. You can make small nukes, you can make huge nukes, so saying that FAF nukes are too small and thus not realistic doesn't really make any sense. Perhaps the commanders prefer pinpoint tactical nuclear obliteration to wide area destruction to prevent allied casualties, unnecessary damage to capturable infrastructure etc.

Statistics: Posted by JoonasTo — 25 Dec 2016, 20:40


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2016-12-25T19:17:47+02:00 2016-12-25T19:17:47+02:00 /viewtopic.php?t=13723&p=141213#p141213 <![CDATA[Making really realistic nukes]]> http://www.moddb.com/mods/realistic-nukes-mod

I tried it out again now and was a bit disappointed. Sure it is bigger than the default nukes, but it is still not realistic. I'm thinking of making it a few times bigger, with a radius of 2.5 km, so that on a 5x5 map like Four Corners, only the corners survive when you hit the center of the map.

Nuke:

Code:
            NukeInnerRingDamage = 500000,
            NukeInnerRingRadius = 64,
            NukeInnerRingTicks = 40,
            NukeInnerRingTotalTime = 16,
            NukeOuterRingDamage = 125000,
            NukeOuterRingRadius = 128,
            NukeOuterRingTicks = 64,
            NukeOuterRingTotalTime = 48,


SMD:

Code:
            MaxRadius = 224,
            MuzzleVelocity = 128,


This works reasonable enough but has some issues and is not very nice.

* The animation is too small. Any easy way to change this?
* The SMD works fine except that it shoots a second projectile before the first one intercepts the missle. Not sure how to avoid this. The blueprint does not seem to have the time the SMD waits to fire a second missile in it.
* Damage is dealt concentrically over time, but there are only two regions in which all the damage is the same. Having the damage decrease linearly (or perhaps something more fancy) as you go outwards would be real cool. Some googling turned up the DamageRing function which appears usable to create such an effect. Does something like that already exist? I rather not reinvent the wheel here.

Statistics: Posted by EntropyWins — 25 Dec 2016, 19:17


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