My upcoming Rimfire update adds two anti-materiel rifles, which are heavy weapons (slow the player down)
with high anti-personnel (armour piercing) damage and even higher anti-materiel (building piercing) damage.
The base game doesn't have an anti-materiel bullet type, so I looked at other mods and how they managed to
do this. There's a few ways you can do it:
Furthermore, in the basegame "Bomb" damageDef there's an "explosionBuildingDamageFactor" tag with value 2,
which I assume means the "explosionDamage" tag (which is defined in the damageDef itself) is multiplied by 2
for buildings so instead of 50 it's 100.
A problem with these methods is that the bullet either explodes on impact (anti-materiel shouldn't explode) or
doesn't deal extra damage to buildings (anti-materiel should deal extra damage). When using the base bullet class
any materiel damage is the same as personnel damage, meaning the building damage should either be low or the
person damage should be very high - both aren't the point of anti-materiel.
>> I would like to know if there's a way to make a bullet deal high damage to a person and deal twice
>> (or thrice) as much damage to a building, without the bullet exploding on impact.
with high anti-personnel (armour piercing) damage and even higher anti-materiel (building piercing) damage.
The base game doesn't have an anti-materiel bullet type, so I looked at other mods and how they managed to
do this. There's a few ways you can do it:
- Make the damageDef "Bomb" instead of "Bullet" and make the explosion very small. This does mean there's
an explosion, while anti-materiel doesn't necessarily mean the bullet explodes; - Add a new damageDef and make the armorCategory some non-existent category (so the player can't
obtain armour against it because it doesn't exist).
Furthermore, in the basegame "Bomb" damageDef there's an "explosionBuildingDamageFactor" tag with value 2,
which I assume means the "explosionDamage" tag (which is defined in the damageDef itself) is multiplied by 2
for buildings so instead of 50 it's 100.
A problem with these methods is that the bullet either explodes on impact (anti-materiel shouldn't explode) or
doesn't deal extra damage to buildings (anti-materiel should deal extra damage). When using the base bullet class
any materiel damage is the same as personnel damage, meaning the building damage should either be low or the
person damage should be very high - both aren't the point of anti-materiel.
>> I would like to know if there's a way to make a bullet deal high damage to a person and deal twice
>> (or thrice) as much damage to a building, without the bullet exploding on impact.