Call to Arms

Call to Arms

Call to Arms - Workshop
The place to find custom maps, missions and mods for Call to Arms! Do you want to contribute? Check out the installation folder of your game and browse the mods subfolder for tools and documentations.
Need help on how to make a custom artillery explosion (Bigger....or nuke like)
I need help on how to make a new type of explosion like the ones in entity/service/damage

I want add custom cut entity and add my custom fx from the fx folder


I am making a Nuke explosion that i only need to spawn and will go kaBOOM! instantly....the nuke FX i have is spectacular, beautiful but...now i need to add damage to it....I don't know how and with folder to mod
Last edited by Jackyson & Vex; 29 Jan, 2020 @ 9:39am
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Showing 1-3 of 3 comments
MrThirtyOddSix 9 29 Jan, 2020 @ 10:58am 
There is sequence of events that you should take care of:
- a shell that has particular custom tag, basically derived from your custom entity
- scripted interaction when custom tag hits a material, it would spawn your explosion FX, adds blastwave damage of certain magnitude or you can spawn your nuke
- if you spawn your nuke, it would have certain action on spawn to produce FX, damage, playsound, whatever... more flexibility if it is separate entity
Last edited by MrThirtyOddSix; 29 Jan, 2020 @ 10:58am
MrThirtyOddSix 9 29 Jan, 2020 @ 11:03am 
Folders you're interested are 'interaction_entity' and 'interaction_terrain' which describe behavior of properties/tags assigned to an entity/item. I believe this is 'gamelogic.pak' The behavior is entirely scripted, so you can do some interesting things like spawn a huge crater where it hits, assign sound and time FX effects via delay.
Last edited by MrThirtyOddSix; 30 Jan, 2020 @ 6:55am
Jackyson & Vex 11 30 Jan, 2020 @ 5:20pm 
Originally posted by MrThirtyOddSix:
Folders you're interested are 'interaction_entity' and 'interaction_terrain' which describe behavior of properties/tags assigned to an entity/item. I believe this is 'gamelogic.pak' The behavior is entirely scripted, so you can do some interesting things like spawn a huge crater where it hits, assign sound and time FX effects via delay.
oh yeah, interaction entity....i forget about it! Thanks.
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Showing 1-3 of 3 comments
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