Yeah I'm making too many threads My modded nuke creates a planet wide effect of destroying all dox. There seems to be a problem, though. When the nuke detonates, it will deal 45 damage to anything on the planet since it has a 15000 splash radius. But, when the shockwave hits the enemy factories, they get bugged, and the unit that's being produced inside the factory is destroyed and tries to rebuild, but then gets destroyed again. This happens for around 20-25 seconds, like a continuous cycle of units being cancelled/destroyed instantly. I have no idea what's causing this, like every other thing I find maybe it's just a native bug? Or maybe Dox4Lyf is Illuminati?
Just use the armor system to make it only damage dox. Look in base_structure and in the uber cannon ammo file for examples.
Code: "armor_damage_map":{ "AT_Structure":0.5, "AT_Commander":0.5 What do the ".5" values represent before we go into custom armor types? (this was from the uber cannon)
0.5 is 50% damage (1.0 is 100%, or normal damage - this is default, so it's doesn't need to be specifically specified). I've never tried making custom armour types; I imagine the AT_ in front means it maps to a constant on the back-end like unit types do, so I would guess custom ones aren't possible, but you never know - try assigning a new one to a unit, then give it a different damage value in another weapon.
But , if I understand the armor system correctly, does this mean I would have to specify every unit in the game except the dox to be 0% damage? Like, if i assign the nuke to deal 45 damage and put "AT_BasicAssaultBot: 1.0" in the map (assuming it works) then wouldn't it still damage every other unit?
It still damages the other things though, right? Just, barely at all. EDIT: there should be an "include" and "exclude" part of the armor system wow, speculating on something that may or may not even exist
If you can pull of custom types, you can always do AT_NotDox: 0 The String AT_ exists in the binary. All the examples use something that looks like a UNITTYPE for the remainder, so you'll have to try your own, and then e.g. Custom1 if that fails. But maybe not. There is an AT_Vehicle whereas the UNITTYPE uses Tank, and Vehicle appears near AT_; on the upside there is also a None (AT_None?) you could use for the zero trick. It looks there will be an appropriate error message: Code: armorTypeFromString encountered unknown value [