Jump to navigation Jump to search
This property specifies what effect happens when a particular attacking Material hits an object's Material. For example, a bullethole could appear, or a piece of cement could fly off.
To give a more in-depth example, a Thompson SMG shooting at heavy armor (file Game/damage_system/thomson.con) has the entry:
MaterialManager.AttGroup 216 MaterialManager.DefGroup 50 MaterialManager.DamageMod 0 MaterialManager.SetEffectTemplate e_RichoMetal
This last line specifies the e_RichoMetal effect, which is defined in objects/Effects/e_RichoMetal/Effects.con:
ObjectTemplate.Create EffectBundle e_RichoMetal ...property definitions follow...
See the Damage Tutorial for more information.
Source and more details