ExplodingBarrels

Barrels containing certain items can explode

Total Downloads: 1,381 - First Release: May 11, 2016 - Last Update: Feb 4, 2017

5/5, 7 likes
  1. Wulf

    Wulf Community Admin

    Wulf updated ExplodingBarrels with a new update entry:

    0.3.3

     
  2. Error while compiling ExplodingBarrels.cs(319,13): error CS1061: Type `ConsoleSystem.Arg' does not contain a definition for `connection' and no extension method `connection' of type `ConsoleSystem.Arg' could be found. Are you missing an assembly reference?
     
  3. Wulf

    Wulf Community Admin

    Wulf updated ExplodingBarrels with a new update entry:

    0.3.4

     
  4. nice plugin

    but audio is buggy the more you are away from the barrel the louder they get and is so damn loud
     
    Last edited by a moderator: Jul 21, 2017
  5. so how do i add a effect to the config or do i just change the 3 it uses?
     
  6. The triggerEffect can only contain one effect, but effects is a list that can contain as many effects as you wish. You can replace the existing effects, or add/remove as many as you wish.
    Code:
    "effects":[// explosion effect list
      "assets/prefabs/weapons/rocketlauncher/effects/rocket_explosion_incendiary.prefab",
      "assets/bundled/prefabs/fx/gas_explosion_small.prefab",
      "another/effect.prefab",
      "and/another/effect.prefab"
    ]
     
  7. "barrelEffects": {
    "DefaultExplosion": {
    "name": "DefaultExplosion",
    "damageMap": {
    "Blunt": 30.0,
    "Heat": 30.0,
    "Explosion": 30.0
    },
    "minRadius": 5.0,
    "maxRadius": 15.0,
    "delay": 10.0,
    "chance": 20.0,
    "effects": [
    "assets/prefabs/weapons/rocketlauncher/effects/rocket_explosion_incendiary.prefab",
    "assets/bundled/prefabs/fx/gas_explosion_small.prefab"
    ],
    "triggerEffect": "assets/bundled/Prefabs/fx/weapons/landmine/landmine_trigger.prefab - DamageTypes:
    Generic, Hunger, Thirst, Cold, Drowned, Heat, Bleeding, Poison, Suicide, Bullet, Slash, Blunt, Fall, Radiation, Bite, Stab, Explosion, RadiationExposure, ColdExposure, Decay, ElectricShock, Arrow can i add these to the damage type ? also remove the landmine sound ?
     
  8. @Xrl69 - Yes, you can add any of those DamageTypes to the damageMap, again by adding comma-separated entries. Also, you can replace the landmine sound with a different effect, or you can make it empty like below to disable it.
    Code:
    "triggerEffect": ""
     
  9. Is this how I put the config if I want only empty propane tanks to be the cause of explosions?

    {
    "itemMappings": {
    "0": "DefaultExplosion",
    "1974032895": "DefaultExplosion"
    },
    "barrelEffects": {
    "DefaultExplosion": {
    "1974032895": "DefaultExplosion",
    "damageMap": {
    "Blunt": 25.0,
    "Heat": 25.0,
    "Explosion": 25.0,
    "Radiation": 25.0
    },
    "minRadius": 0.0,
    "maxRadius": 10.0,
    "delay": 3.5,
    "chance": 10.0,
    "effects": [
    "assets/prefabs/weapons/rocketlauncher/effects/rocket_explosion_incendiary.prefab",
    "assets/bundled/prefabs/fx/gas_explosion_small.prefab"
    ],
    "triggerEffect": "assets/bundled/Prefabs/fx/weapons/landmine/landmine_trigger.prefab",
    "killInventory": true
    }
    }
    }
     
  10. Nope, sure isn't. Starting with the default config, you only need to delete the line "0": "DefaultExplosion", under "itemMappings": {. That will remove the random explosion piece and leave the propane tank explosion. From there you can modify the explosion details as desired.
     
  11. Thanks!