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Re: Decoupling damage from gun[message #359336 is a reply to message #359332] Tue, 31 March 2020 21:10 Go to previous messageGo to previous message
edmortimer is currently offline edmortimer

 
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Registered:January 2015
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Well, first someone with the knowledge has to publish the relevant formulas within the code for better understanding. I don't know them. I used trial and error.

In Weapons.XML we have these factors:

<ubBulletSpeed>
<ubImpact>
<usRange>

And in AmmoTypes.XML we have these:

<structureImpactReductionMultiplier>
<structureImpactReductionDivisor>
<armourImpactReductionMultiplier>
<armourImpactReductionDivisor>
<beforeArmourDamageMultiplier>
<beforeArmourDamageDivisor>
<afterArmourDamageMultiplier>
<afterArmourDamageDivisor>
<zeroMinimumDamage>
<canGoThrough>
<numberOfBullets>
<multipleBulletDamageMultiplier>
<multipleBulletDamageDivisor>
<highExplosive>
<explosionSize>
<antiTank>
<dart>
<knife>
<monsterSpit>
<acidic>
<ignoreArmour>
<lockBustingPower>
<tracerEffect>
<spreadPattern>

. . . which all have an effect on the end result, but not all factors are relevant to all ammotypes. But if you play with all these enough you may get what you want.

[Updated on: Tue, 31 March 2020 21:12]

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