Open PodliKirill opened 5 years ago
Thanks for this. I have zero experience with UPKs and how "conflicts" or overrides are resolved. I would prefer to try that approach if it's fairly easy and reliable. Saves a potentially unnecessary highlander change.
If we're planning to rework environmental damage in future, it's better to use hook. Because in this case we will able to do balance changes by ini editing without remaking the UPK's.
https://github.com/long-war-2/lwotc/wiki/Environmental-damage---how-it-works - there is environmental damage mechanics explanation.
I have some things about it.
First - adjust toughness values of the cars as it's done by LW2. Now all cars have damaged toughness 5 and annihilation toughness 10. This mean than you can blow up any car by 2 grenades without any perks. Or by one if you're lucky with damage random roll or have sapper/combat engineer. We can do the same as in LW2 - weak cars will be weak, heavy - more durable.
This can be done by several ways. First - we can change car blueprints in .upk files. There will be one file for each car variant. This is not a very big amount of work because of blueprint usage.
Second way - OverrideDestructibleInitialHealth hook from LW2 code.
Another problem - seems like environmental damage to the fractional objects like floors/walls is broken. Grenades/rockets works as intended. But projectiles tend to make a hole in one shot in the wall. This is strange because most walls have toghness 10, but guns have 0-3 environmental damage for now. Simple destructible ibjects is indestructible by guns in the same time.
As a long term plan - we can change environmental damage mecanics completeley. I like LW1 approach. Avery hit do some damage to the object, but explosives have much better damage. This means - you cannot hide beside cower infinite amount of time. Now all hits destroy object or do nothing.