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June. 29, 2017

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Plugin Concept: Critical Hit Modifier?
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I'm no programmer, so i just wanted to know if this was possible within the limitations of flhook. Would there be a way to assign certain weapons a modifier so that whenever they hit a target, hook would roll for a small percentage chance that the hit would do massively more damage than usual? This would simulate those one in a thousand hits on critical systems, like reactors and the like. Any thoughts?

Posted on: 2010/5/15 15:35
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Re: Plugin Concept: Critical Hit Modifier?
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Yep, this would be a pretty cool plugin. I'm guessing this could be possible within FLHook, but I'm not a programmer either.

Posted on: 2010/5/15 19:46
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Re: Plugin Concept: Critical Hit Modifier?
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Try to play with fuses.

Posted on: 2010/5/15 23:44
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Re: Plugin Concept: Critical Hit Modifier?
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Don't know what fuses have to do with this, but it's possible with flhook.
There're hooks for damage dealing. They quite a pain to understand, though %)
And you better keep performance in mind when inserting code there.

Posted on: 2010/5/16 7:07
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Re: Plugin Concept: Critical Hit Modifier?
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It's not an FLHook plugin, but here it is. It adds "critical_hit = <percent>, <multiplier>" to [Explosion] sections (and so it won't work with guns). It only works with hull hits, not shield. See criticalhit.cpp for installation.

Attach file:


zip criticalhit.zip Size: 7.13 KB; Hits: 179

Posted on: 2010/5/16 10:05
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Re: Plugin Concept: Critical Hit Modifier?
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Nice one again.

Posted on: 2010/5/16 12:15
"C" for "Caterpillar"... "Cool"... "Cheesey"!
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Re: Plugin Concept: Critical Hit Modifier?
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Is there ANYTHING Adoxa hasn't already done?

Posted on: 2010/5/16 13:36
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Re: Plugin Concept: Critical Hit Modifier?
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Quote:

OutCast wrote:
Don't know what fuses have to do with this


[shiparch]
...........
fuse = some_fuse, 0, 9000
...........

[fuse]
name = some_fuse
lifetime = 0
......

[ignite_fuse]
at_t = 0.000000, 100.000000
fuse = damage_fuse
........

[fuse]
name = damage_fuse
lifetime = 0

[damage_root]
at_t = 0.000000
damage_type = absolute(or relative)
hitpoints = 3000
.....

So we have 1% possibility that every hit after 9000 hitpoints will deliver extra damage. Dunno weather it works though...

Alternatively you can create a fuse for every hitpoint left(over 9000(the scouter says it's over 9000!!!!!) fuses).

Posted on: 2010/5/16 13:55

Edited by Vital on 2010/5/16 18:57:36
Edited by Vital on 2010/5/16 18:58:22
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Re: Plugin Concept: Critical Hit Modifier?
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@Vesko: World Piece, but I think he's working on it

Posted on: 2010/5/16 13:56
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Anonymous
Re: Plugin Concept: Critical Hit Modifier?
Anonymous-Anonymous
ye it is pos just like the repair gun but insted of repairing make
it take hull but add a random amount to it

Posted on: 2010/6/4 9:32
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Re: Plugin Concept: Critical Hit Modifier?
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Here's a crazy one.. not sure if the engine is capable though...

A "bullet time" like death animation for the recipient of set critical hit?
to play on client death clientside for MP obviosly

& adding such a thing as a fuse would mean every death in the attached ship.. Im just looking for a specific event here.. so a .dll would be better.

Just my brain working overtime AdoXa.. lol throwing stuff out there...

Posted on: 2010/6/4 10:22
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http://freexlr.forumotion.net - FL-XLR MOD http://www.smfweb.com/forums/MERCHQ - [MERC]
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Re: Plugin Concept: Critical Hit Modifier?
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The Crit Module is great, but in case guns do have explosive munitions, will it work regardless?

This gives me an idea for a special plugin that can be associated with criticalhit.dll. I'll post the idea in a separate thread.

UPDATE: For now, when using criticalhit.dll, add the parameters for the following in weapon_equip.ini:

Code:

; For Missile Explosions, add this clause
[Explosion]
critical_hit = 10, 1.5

; For Mines, add this clause
[Explosion]
critical_hit = 15, 1.5

; For Torpedoes, add this clause
[Explosion]
critical_hit = 25, 1.5


You may tweak these values individually, afterwards. To improve ratio for higher end armaments, and/or tone down ratio for lower-class launchers. Either way, Corsairs are about to get dunked on!

Posted on: 2016/9/1 0:14

Edited by GeoCalibur on 2016/9/1 14:33:47
I'm gonna' be all over ya like shingles!
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