-
Notifications
You must be signed in to change notification settings - Fork 9
AOE Update
The legacy system of radiant, explosive, and detonation having some overlapping data and confusing options has led to a rewrite of AOE damage. Keen explosions are no longer called, drastically increasing performance.
AOE/Area of Effect- damage that is applied until the primary damage pool depletes (in other words, until the main projectile dies)
Detonation- an AOE effect that only occurs once at end of projectile life
Radiant- a dirty, messy old word, but can be approximated using either Pooled falloff or MaxAbsorb (more info below)
Explosive - another holdover from earlier iterations, but is roughly equivalent to the new Linear falloff
Some legacy area damage types or detonation events called a Keen missile explosion method. This Keen method generated 10 shrapnel, at a random vector, that flew at 100 m/s for up 1km and did a paltry 10 damage.
Baseline damage. This will be multiplied by various scales such as global damage, area damage modifiers, block integrity modifiers, etc.
Maximum distance from impact point, in meters, that damage can be applied.
Options to control how damage is applied based upon distance from impact point.
NoFallOff - applies the same damage to all blocks in radius
Linear - drops evenly by distance from center out to max radius
Curve - drops off damage sharply as it approaches the max radius
InvCurve - drops off sharply from the middle and tapers to max radius
Spall - does little damage to the middle, but rapidly increases damage toward max radius
Pooled - each hit decreases the pool by the damage done, enforcing an upper limit
Legacy - do not use for new weapon configs, this is an internal catch for older weapon configs (linear for explosions, pooled for radiant)
A soft cutoff that interrupts damage done beyond the current distance group, somewhat similar to pool, that can be applied to any falloff selection.
For example, an AOE impact has blocks in range at distance 1, 2, and 3. While applying damage from lowest to highest distance, Max Absorb was reached/exceeded at some point in the distance 2 group. In this case, the rest of the blocks at distance 2 would take damage, but further processing would stop and distance 3 would not take damage.
Maximum depth to apply damage into the grid that was hit, along direction of hit. Defaults to radius. Setting a high radius with a low depth would generate a "pancake" shaped hit on the surface of the target.
AOE damage versus shields is calculated by multiplying the damage by the radius and by the falloff averages listed below.
NoFalloff: 1
Linear: 0.55
Curve: 0.81
InvCurve: 0.39
Spall: 0.22
If you have suggestions or implementations, please raise them in the Discord! Thank you!
Please donate to DarkStar's Patreon!
WeaponCore Quick Links
Weapon Properties (Page in Progress)
Multi-Turret Creation (Page in Progress)
Weapon - Targeting & Hardpoint
Weapon - Critical Reactions/Warheads
Weapon - Minimal Configurations
Ammo - Electronic Warfare System (EWAR)
Ammo - Guidance System (Homing, Mines, Self-Guided)
Armor System (Page in Progress)