New Radiation Types
Continuing the expansion on existing logic, the NPatch allows Radiation to be applied on a per weapon basis, instead of just globally. If you wish to use the defaults, simply omit the additional tags and just use Radiation on the warhead.
Customizing Your Radiation
[SomeWeapon]
; applicable INI data
RadDurationMultiple=[int] ; Part of the equation that determines the lifetime of a radiation field (RadDurationMultiple * RadLevel).
RadApplicationDelay=[int] ; How often, in frames, the radiation site dispenses damage to units in the field.
RadLevelMax=[int] ; Defines the maximum amount of radiation overlay damage can occur (eg; if this is set to 2, only 2 radiation sites worth of damage will ever be applied even if there are more sites on this cell).
RadLevelDelay=[int] ; Time in frames between radiation level recalculations. This is irrespective of RadApplicationDelay and even thought the site will exist for RadDurationMultiple * RadLevel, the actual radiation level is calculated this often.
RadLightDelay=[int] ; How often, in frames, between radiation sites being redrawn. Should not be less than RadLevelDelay as this would waste processor cycles.
RadLevelFactor=[float] ; The damage, before Verses, that is inflicted, following this formula: RadLevel * RadLevelFactor.
RadLightFactor=[float] ; Multiplier to brightess.
RadTintFactor=[float] ; Multiplier to tint.
RadColor=[RGB] ; Defines the color of the radiation site.
RadSiteWarhead=[Warhead] ; Defines the warhead that is used to inflict the radiation damage.
Some Things To Keep In Mind
- It is recommended to leave most of the tags alone as they are set evenly so radiation disperses at a nice pace and damages evenly. However, should you wish to heavily customize the durations, each tag that is flagged with an [int] is classed as an unsigned integer, which means that you cannot use any negative values or zero.
- The RadLevel on the weapon must be higher than RadLightDelay or the game will crash.