I have tried several different types of damage effects from plain Melee to HarvestWeapon, and they work great at taking out the trees, shrubs, boulders, but it also harvests the items, which I am trying to avoid. I was hoping to find a damage type that would just clear the landscape without harvesting.
Gnashed? Boulder?
edit: Woeful, ignore this. I just wasn’t thinking past the cardboard box I keep thinking I’m inside of. Just made myself a custom damage type that doesn’t harvest. Yup… I’m a little slow, but I get there…I mean, after all, my favorite hero is a giant fire-breathing turtle, after all.
Edit part 2: Hmm… might just need some clarification on things later as it is not working as expected. Let me tinker a bit with the settings and i’ll get back to you.
Nope, can’t seem to find the key. Brought back in DmgType_Melee in it’s raw form again, Renamed it, chose it as damage type in The weapon file “WeapDeforester”/config/instant config/damage type, only checked off “Prevent Melee Harvesting” annnnd…nothing. Gun fires great, but no tree, shrub or rock dies… Grrrrr…
I guess, what I’m asking for, is an attack weapon, or damage style, that does NOT harvest, but destroys spawned game content. Hmm…minus the critters.
Oh HECK…okay… let’s just ask this…What damage type destroys everything in it’s path? Even dino’s…I just want to be able to walk my small legion of weight-maxed dino’s to the mountain base-camp and back without having to traverse every stinking tree/brush-pile/rock in our way and have dino’s loose their way because of it.
Hmmmm… Okay, I’ve tried many things, but I’ll start with he basics.
If a weapon in Instant Config has ‘DmgType_Melee_MetalPick’ selected, yes, of course it’s going to destroy trees and rocks, but, it also harvests from them.
So I created a ‘DmgType_Melee_MetalPick_No Harvest’, and put a check in “Prevent Melee Harvesting”, I can kind of understand why it still harvests because the bullets are not melee damage.
In the weapon itself in ‘Instant Config’, I have this non-harvesting damage type selected. The I look waaaay down and find ‘Melee Damage Type’ and also set it to the ‘DmgType_Melee_MetalPick_No Harvest’. And…Nothing dies…well…except maybe dino’s.
So, I changed the weapons Melee Damage Type to ‘DmgType_Melee_Dino’ to see what happened. Annnd… no destruction…no harvest…poop!
Back to ‘DmgType_Melee_MetalPick_NoHarvest’, removed check from “Is Melee Damage”, and “Prevent Melee Harvesting”…Annnd… blows rocks and trees up GREAT! but harvests them. (mega-sigh)
Puting the checkmark back in “prevent Melee Harvesting” doesn’t work…it shows damage, but no destruction.
Getting REALLY frustrated here. Uzumi18 made a very small custom map so I could test weapons quickly inside the editor, [Props again to Uzumi18, it saves me soooo much time!] but the engine or something either isn’t interpreting things right or I have a loose random check someplace overriding the config for the gun.
The values:
Is Melee Damage
…and
Prevent Melee Harvesting
…are not working as expected. The melee damage part is, sure…things blow up and die…GREAT!
But, if I select Prevent Melee Harvesting, nothing blows up…dino’s still die…??? Should it not just prevent the harvesting part, and not nerf ALL damage??
Please folks. I could really use some guidance here. Am I basing the weapon off a completely wrong type of weapon, the gun? Should I just try an axe, hatchet, or pick with an immense damage radius? Perhaps a rocket launcher or grenade?
As far as I am aware the game doesn’t handle harvesting via only the weapon or tool damage. It’s a component attached to the resource (such as WoodHarvestComponent.)
So perhaps if you look at the different harvest components you might be able to exclude your custom harvest type. I’m away from my desktop at the moment but I was actually looking into how to create custom resources the other night, and I seem to remember there being parameters for doing similar things (quantity/quality etc.) You could conceivably set the harvest quantity to 0 for that damage type. There must be a way considering how different tools give the player different amounts of specific resources (like the axe giving more rocks on boulders.) Once again I believe this is determined by the harvest component, not the damage type.
I’ll take a look at it when I’m home and might be able to provide more guidance on this later.
Frustrating…I can mod the weapon damage to not harvest…but only from one damage-able type like wood. No effect on foliage or stone. or… damage stone, but not wood. Still playing with the Weapon “Melee Attack Usable Harvest Damage Type” and Weapon Stat “Melee Damage Type”. I’m not going to let this go…I’ll find the combination I am seeking sooner or later as taking a harvest-able damage type or melee damage type and modding them changes things. For example…Find a Melee damage type that harvests from both wood and stone, is great. Take the damage type, copy and rename it in the mod folder, use it as a damage type in the weapon, and it gets ‘nerfed’ and only deals damage to stone or wood, not both…and with no changes to the original file…veeeery frustrating.
Okay, now here’s a thought. Again, from a ‘noobie-kin’.
Can one take the StoneHarvestImpactEmitter and the TreeHarvestImpactEmitter and somehow make those into an additional, if not primary, damage type?
I understand, now, that weapons that are purely melee and those that use ammo are only somewhat different in how the damage is finally justified, still using the main weapon as it’s true damage type and ability with only slight, if any, changes to object reactions in the game. Making those two ‘emitters’ into a damage type would juuuuuust about get me to stay quiet for a while…or, at least I think it will. :o
Just curious, I’m having the opposite problem. I created an admin rifle that deals MetalHatchet damage. It works in single player and on the dev kit, but I cannot for the life of me figure out why it’s not working on my server. How were you able to get yours to work?