All advice appreciated.
-Giscard

NarnKar wrote:Posting your code would help pinpoint, specifically, what's wrong.
I can tell you some general things, though:
<fireChance> and <breachChance> are the tags you should use. They go in increments of 10, so:
<fireChance>1</firechance> would indicate a 10% fire chance.
A weapon should be able to have both fire and breaching chance, so I don't really think it's a hardcode limitation. Or at least, not one that I'm aware of.
Maybe the fire sprites are covering the breach sprites?
And also, a 100% breach chance bomb would breach all the tiles of the room, if I recall. So in a four-tile room, it would cause four breaches, draining the oxygen very quickly--the fire would put itself out pretty fast, I think.
Code: Select all
<fireChance>10</fireChance>
<breachChance>10</breachChance>
Code: Select all
<weaponBlueprint name="BA_BOMB_HAZARD">
<type>BOMB</type>
<title>Environmental Hazard Bomb</title>
<short>Hazard Bomb</short>
<locked>1</locked>
<desc>A hazardous bomb that causes catastrophic effects to the room it hits. Fires, breaches, and ice-lockdowns are regular occurrences.</desc>
<tooltip>Teleports 1 bomb. Causes lockdown; 7 second stun; fire; breach; and ion.</tooltip>
<damage>0</damage>
<stun>7</stun>
<sysDamage>1</sysDamage>
<persDamage>3</persDamage>
<ion>1</ion>
<missiles>0</missiles>
<shots>1</shots>
<sp>5</sp>
<fireChance>10</fireChance>
<breachChance>10</breachChance>
<lockdown>1</lockdown>
<cooldown>14</cooldown>
<power>2</power>
<cost>90</cost>
<bp>4</bp>
<rarity>4</rarity>
<image>ba_bomb_hazard_impact</image>
<explosion>explosion_random</explosion>
<launchSounds>
<sound>bombTeleport</sound>
</launchSounds>
<hitShipSounds>
<sound>smallExplosion</sound>
</hitShipSounds>
<weaponArt>ba_bomb_hazard_launcher</weaponArt>
<iconImage>bomb</iconImage>
</weaponBlueprint>
Russian Rockman wrote:I once made a slug artillery that I dubbed the "Maelstrom Bomb." it fired 3 bombs into different rooms and was set to have fire and breach chance of 10. I discovered that it could only cause either fire or breach, but it would always do one or the other. I do remember the bombs sometimes causing more breaches than fires or vise versa and it seemed like the distribution was off a bit... But it was able to cause both.
Sleeper Service wrote:Maybe lockdown interferes with that? Have you tried how it behaves without that?
What happens if you put breachChance before fireChance? There might be a limit for how many status effects a weapon can cause, I don't know...
Ora_unit_SR388 wrote:Both effects cannot happen at the same time with a bomb. I experimented with it at one point. Your best option is to have it send two bombs, and have the bomb have 50 chance of each option.