Explosive Arrow
Project ID: 1203325
This is adding an Explosive Arrow with a small stun effect on creatures and a significant bonus damage(x8) against structures. It can also force Purlovia from the underground bury, just make sure to hit the spot. The arrow can be shot with a regular bow or crossbow only and has the following specs:
- Impact Damage: 75
- Explosive Damage: 125
- Structural Damage: 5000(+- game modifiers)
- Special Effect 1: Small Stun on Creatures(about 5-10 seconds on a random base)
- Special Effect 2: Force Purlovia out of their underground bury
- Crafting Materials: 1 Stone Arrow, 3 Gunpowder, 1 Propellant, 25 Fibers, 3 Polymer
- Engram: Level 35, 18 Points
The arrow can be crafted right from your inventory without restrictions. As it is in the nature of explosives you must remember one thing. Explosives make targets go boom, this includes you(1750 units in dev kit, about 25 meters?). You've been warned!
As an example, on a summoned lvl 4 Rex in dev kit I needed about 20-25 hits. I'm not familiar with the exact stat data of a level 4 Rex. But you can not use it to eliminate apex size creatures quickly, plus you are risking to kill yourself in dense foliage areas. Don't use those arrows in close quarters, unless you've made damn well sure the projectile is not going to explode in close proximity! The idea is more about giving you a mass destruction tool to destroy large groups of tiny-small targets from far away, or more specific, in my very personal need case: Humans and their buildings from the Human NPC mod.
This arrow was also heavily inspired by the EVO mod The Hunted and the sole reason for its creation was me playing EVO with both mods installed in singleplayer, and often finding myself without option to fend off raids, or clearing areas from villages.
What assets did you use?
All assets are dev kit originals customized to mimic my idea of an explosive arrow. The icon is based on the flame arrow icon. And the flame effect emitter is based on said arrow's emitter effect. The explosions are "cannon impact" and "T4 explosion" emitters, while the stun and structure dmg buff are taken from a turret mount, which I've customized to apply the stun effect on impact to surrounding individuals, or when hit directly.
Rev3 has this aspect significantly improved. The model has now Dynamite wrapped around its stick. The flame visual on the fuse is much more tiny for "immersion", and the fire/explosives trail is refined to appear "realistic" but still awesome...we're playing a game after all, and my games need to go boom with completely over the board fancy fx effects, of course!
Any engrams and console commands?
The exact id's for anything inside the mod you can find when browsing to the mod id folder, in the ASA mods folder, and open the document labeled with "manifest". I recommend using Notepad++ for easy browsing and double click/copy paste. Admin Panel, or Ark Nucleus should also give you access to the engrams and blueprints.
Are you never going to add .ini settings to your mods?
Patience my little green friend. I'm familiar with various platforms, scripting languages and tools, and created modifications for dozens of games since my teen years. But every new world brings new challenges, and to master those challenges, time is needed. But yes, .ini settings has a numero uno priority on my list. Voila:
[ExplosiveArrows]
DamageImpact=75.000000
DamageExplosion=125.000000
ImpulseImpact=300.000000
ImpulseExplosion=120.000000
RadiusExplosion=1750.000000
Values should be self-explanatory. If not, ask questions.