I'm not 100% sure whether this is a bug or I'm just not doing something correctly.
Code: Select all
;; This event is run in the overlay itself, it does work
<OnUpdate>
(if (leq (objGetOverlayData gSource aOverlayID "timer") 0)
(block Nil
(objDamage gSource &vtNewOverlay; nil (objGetOverlayPos gSource aOverlayID))
(objRemoveOverlay gSource aOverlayID)
)
(objIncOverlayData gSource aOverlayID "timer" -1)
)
</OnUpdate>
;; this is the explosion that should be called by the above code.
;; the damage is being applied but no visual aspect is displayed
<ItemType UNID="&vtNewOverlay;"
name= "NewOverlayDamage"
virtual= "true"
>
<Weapon
type= "radius"
damage= "kinetic:0"
>
<Fragment
count= "2d6"
type= "missile"
damage= "kinetic:2d12; momentum2; WMD1"
missileSpeed= "15-25"
lifetime= "12-20"
hitPoints= "50"
>
<Effect>
<Image imageID="&rsMissiles;" imageX="0" imageY="112" imageWidth="16" imageHeight="16" imageFrameCount="8" imageTicksPerFrame="2" randomStartFrame="true" />
<SmokeTrail
spread= "4-6"
particleLifetime="16"
emitDuration= "80"
emitRate= "16-20"
emitSpeed= "30-35"
>
<ParticleEffect>
<Particle
style= "smoke"
maxWidth= "3-7"
/>
</ParticleEffect>
</SmokeTrail>
</Effect>
</Fragment>
</Weapon>
</ItemType>
Am I using this code correctly or is this in fact a bug?