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 Need some terms defined. 
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Joined: Wed Mar 03, 2010 11:29 pm
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Post Need some terms defined.
Working on a small personal mod of tougher Coalition soldiers.
I need some terms in Wounds defined for me. These terms are BurstSize, BurstScale, BurstDamage, and EmissionDamage. How do these affect the amount of health lost?


Mon Aug 02, 2010 6:10 am
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Post Re: Need some terms defined.
Wounds are exactly the same as emitters, pretty much. Burst size and scale both control how much blood comes out in the burst. Burst damage is how much damage <each particle causes/is caused> (I forget) in the burst. Emission damage is how much damage you take per particle emitted.


Mon Aug 02, 2010 7:50 am
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Post Re: Need some terms defined.
BurstSize: how many particles are produced upon bursting.
BurstScale: Multiplies how many particles are produced (NOTE: IT MULTIPLIES BURSTSIZE) as well as what velocity they are emitted at.
BurstDamage: How many hitpoints to are lost when this wound is caused on a body piece (NOTE: THERE ARE IN-ENGINE MULTIPLIERS FOR HEADSHOTS (as far as I remember, it's been a while)).
EmissionDamage: How many hitpoints are lost with each emission after the burst.

Sorry Allstone, just wanted to clarify.


Mon Aug 02, 2010 9:21 am
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Post Re: Need some terms defined.
No problem.
And yes, there are hard-coded multipliers for headshots as well as hard coded steady health loss from lack of limbs. Breakwounds can somewhat attenuate this if you so wish, however, as exampled by the Data actor.


Mon Aug 02, 2010 9:33 am
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Post Re: Need some terms defined.
You could also quite feasibly use Lua to reset the HP to 100 or whatever. The health drain is actually a result of the "Dying" status, which is applied to anything missing all it's limbs.


Mon Aug 02, 2010 10:13 am
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Post Re: Need some terms defined.
Clarification:
So BurstSize, BurstScale, and BurstDamage all relate to the initial wounding, and EmissionDamage relates to the bleeding out?


Mon Aug 02, 2010 2:29 pm
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Post Re: Need some terms defined.
Generally speaking, yes.


Mon Aug 02, 2010 3:13 pm
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