now I can modify the A.O.E. for startup option, but I still don't know how to increase it by technology.. please help me

If you are asking if there is a technology effect that increases the size of projectile AOE effects, the answer is no, there isn't. The full list of built-in effects is here. Projectile parameters aren't accessible at runtime so there is no way to change them in the control stage.seolisky wrote: Fri Nov 06, 2020 6:27 pm I try to make a Mod for Artillery shell, And i did it for damage, thanks to ammo-damage modifier. but I couldn't find Area of effect modifier or even solution of increasing things... can't I get solution for it?
now I can modify the A.O.E. for startup option, but I still don't know how to increase it by technology.. please help me![]()
Thanks to your reply, and It sounds very sad...Deadlock989 wrote: Sat Nov 07, 2020 12:23 am
If you are asking if there is a technology effect that increases the size of projectile AOE effects, the answer is no, there isn't. The full list of built-in effects is here. Projectile parameters aren't accessible at runtime so there is no way to change them in the control stage.
The only thing I can think of is giving the projectile a large AOE and then process the things struck by it in a scripted ScriptTriggerEffectItem and handling it in on_script_trigger_effect - e.g. ignoring things that are too far away from the source_position. You could then have techs which, if researched, effectively increase the radius in which something actually happens to the targets. But that might get expensive and to be honest I wouldn't touch it with a bargepole.
Code: Select all
data.raw["artillery-projectile"]["artillery-projectile"].action= {
action_delivery = {
target_effects = {
{
type = "script",
effect_id = "artillery-test",
},
},
type = "instant"
},
type = "direct",
}
Code: Select all
script.on_event(defines.events.on_script_trigger_effect, function(event)
if event.effect_id == "artillery-test" then
local surface = game.surfaces[event.surface_index]
for _,entity in pairs(surface.find_entities_filtered{force="enemy", radius = 10, position = event.target_position}) do
-- whatever
end
end
end)
Oh! I'm soooooooooo thanks for your code! I'll try it base on your code, and if i find something great to apply then I'll feed back that code! thank you bery much!Deadlock989 wrote: Sat Nov 07, 2020 2:25 am
So it's not an AOE effect at all but just strikes a location ...
...
I don't know how this would all stack up in a big endgame base with multiple artilleries firing constantly.