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Flares as Weapons

For gameplay advice and broader discussion of single-player Unreal including custom maps, mods and mutations that alter the game.

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User avatar Lightning Hunter
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Subject: Flares as Weapons

Post Posted: 08 Jul 2013, 23:32

In my recent play through of Unreal and RTNPUE, I have discovered a new use for flares. If you find an enemy that is standing still (like the Skaarj in Velora Temple in the screenshot below), you can throw a pile of flares at their feet - which will not alert the enemies for some reason. By this point of the game, I had a stockpile of about 35 flares. I threw about 20 at the Skaarj in Velora temple. When the first flare blows up, it will set off the rest of the flares, causing massive damage. As you can see in the screenshots below - these flares obliterated this Skaarj, even with the 'Limbo Mutator' turned on (which just about triples the health of the Skaarj). 25 flares is about equal to 3-5 direct flak grenades.

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Last edited by Lightning Hunter on 08 Jul 2013, 23:37, edited 1 time in total.
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UB_
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Subject: Re: Flares as Weapons

Post Posted: 08 Jul 2013, 23:36

Usually that's how you beat the first Skaarj Trooper in Xidia Gold (Jones adventure).
ImageImage

User avatar Rarsonic
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Subject: Re: Flares as Weapons

Post Posted: 09 Jul 2013, 00:11

And I thought flares didn't do squat in terms of damage. Probably not to you or your teammates.
Anyway, they actually look more like sticks of dynamite than actual flares. Last minute design change?
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User avatar Mister_Prophet
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Subject: Re: Flares as Weapons

Post Posted: 09 Jul 2013, 01:41

UBerserker wrote:Usually that's how you beat the first Skaarj Trooper in Xidia Gold (Jones adventure).


Flare use in Xidia is precisely for this reason. I always encourage people to use them this way.
Last edited by Mister_Prophet on 10 Jul 2013, 10:36, edited 1 time in total.

gopostal
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Subject: Re: Flares as Weapons

Post Posted: 09 Jul 2013, 01:52

Wow, I've never really considered them in an offensive weapon way but I took a look at the code and they do 50 damage on a direct explosion:

Code: Select all

function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation,
                   Vector momentum, name damageType)
   {
      if (bDamaged) Return;
      bDamaged = True;
      Spawn(Class 'SpriteBallExplosion',,,Location+Vect(0,0,9));
      HurtRadius(50, 50, 'exploded', 0, Location);
      Destroy();
   }

That's quite a lot, really.

User avatar Buff Skeleton
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Subject: Re: Flares as Weapons

Post Posted: 09 Jul 2013, 02:42

They are definitely effective, though I think it's retarded there's no MakeNoise() call in there anywhere. I don't use them as weapons because it's basically just exploiting an AI design oversight.
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gopostal
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Subject: Re: Flares as Weapons

Post Posted: 09 Jul 2013, 04:43

You know, you are right. I think I'll add that code in and do a replace on my server.

User avatar ividyon
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Subject: Re: Flares as Weapons

Post Posted: 09 Jul 2013, 08:09

Fun fact: EXU2's Flare Gun can be summoned in regular Unreal games to allow you to actually fling these regular flares as projectiles!

EDIT: Seeing as this permits direct hits, this lets flares deal their full 50 damage to the target.
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diamond
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Subject: Re: Flares as Weapons

Post Posted: 09 Jul 2013, 08:49

At first times I played Unreal I thought they actually WERE grenade-like weapons, and wondered why they did so weak damage. I didn't know the meaning of word 'flare' by that time :P
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User avatar TheIronKnuckle
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Subject: Re: Flares as Weapons

Post Posted: 09 Jul 2013, 10:08

wait, I thought we just established that they do significant damage :P
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And only idiots know everything

User avatar ividyon
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Subject: Re: Flares as Weapons

Post Posted: 09 Jul 2013, 10:26

TheIronKnuckle wrote:wait, I thought we just established that they do significant damage :P

Damage falls off with distance from the radius center, and for flares the radius is tiny, so they need to be very, very well placed to deal the full 50.
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User avatar Buff Skeleton
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Subject: Re: Flares as Weapons

Post Posted: 09 Jul 2013, 14:20

ividyon wrote:Fun fact: EXU2's Flare Gun can be summoned in regular Unreal games to allow you to actually fling these regular flares as projectiles!

EDIT: Seeing as this permits direct hits, this lets flares deal their full 50 damage to the target.


This hasn't been the case since like Demo 4 or so. The flare projectile backend was totally rewritten (necessitated by technical issues) and stock Unreal flares won't work with it. You can't even select the Flare Gun if you don't have an EXUBattleFlare item selected.
Image

Maxer 64
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Subject: Re: Flares as Weapons

Post Posted: 09 Jul 2013, 17:47

I always tried to use flares this way, 7-8 is right amount. Not to mention that It's so... satisfying. IDK
If you see this, I was a really dumb and stupid kid. Don't listen to the above.

User avatar ividyon
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Subject: Re: Flares as Weapons

Post Posted: 10 Jul 2013, 00:52

Bug Horse wrote:
ividyon wrote:Fun fact: EXU2's Flare Gun can be summoned in regular Unreal games to allow you to actually fling these regular flares as projectiles!

EDIT: Seeing as this permits direct hits, this lets flares deal their full 50 damage to the target.


This hasn't been the case since like Demo 4 or so. The flare projectile backend was totally rewritten (necessitated by technical issues) and stock Unreal flares won't work with it. You can't even select the Flare Gun if you don't have an EXUBattleFlare item selected.


Boo! Boooo!
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redeye
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Subject: Re: Flares as Weapons

Post Posted: 10 Jul 2013, 01:07

I don't think it's an exploit, not like if you are using a redeemer damage, and you got to make them land right, and you probably won't be carrying a ton of flares.
Just ban everyone

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