View unanswered posts | View active topics It is currently Sat Dec 28, 2024 3:39 pm



Reply to topic  [ 16 posts ]  Go to page 1, 2  Next
 Sniper Rifle / Bullet Damage 
Author Message
User avatar

Joined: Thu Dec 13, 2007 8:16 pm
Posts: 18
Location: Yorkshire, England
Reply with quote
Post Sniper Rifle / Bullet Damage
I plan on modding the pistol so its a full-on sniper rifle, which kills people in one hit, but how do I increase the damage done by a bullet? :???:


Fri Dec 14, 2007 1:01 am
Profile
User avatar

Joined: Sun Mar 18, 2007 5:35 am
Posts: 3778
Location: Largo, Florida
Reply with quote
Post Re: Sniper Rifle / Bullet Damage
Ell wrote:
I plan on modding the pistol so its a full-on sniper rifle, which kills people in one hit, but how do I increase the damage done by a bullet? :???:

In a nutshell: Sharpness does it.


Fri Dec 14, 2007 1:02 am
Profile WWW
User avatar

Joined: Tue Dec 12, 2006 1:09 am
Posts: 698
Location: Plymouth, NC
Reply with quote
Post Re: Sniper Rifle / Bullet Damage
venn177 wrote:
Ell wrote:
I plan on modding the pistol so its a full-on sniper rifle, which kills people in one hit, but how do I increase the damage done by a bullet? :???:

In a nutshell: Sharpness does it.


Or Mass or ParticleCount or FireVelocity.


Fri Dec 14, 2007 1:07 am
Profile
User avatar

Joined: Tue Jul 24, 2007 1:13 am
Posts: 1183
Location: eating sock's face like a cupcake
Reply with quote
Post Re: Sniper Rifle / Bullet Damage
Not necessarily, sharpness, firevelocity, and the mass of the bullet are all factors.


Fri Dec 14, 2007 1:08 am
Profile
User avatar

Joined: Sun Mar 18, 2007 5:35 am
Posts: 3778
Location: Largo, Florida
Reply with quote
Post Re: Sniper Rifle / Bullet Damage
NeoSeeker wrote:
Not necessarily, sharpness, firevelocity, and the mass of the bullet are all factors.

Of the three I've seen sharpness as the biggest in altering the damage done, though. I s'pose it depends on the weapon though.


Fri Dec 14, 2007 1:14 am
Profile WWW
User avatar

Joined: Thu Dec 13, 2007 8:16 pm
Posts: 18
Location: Yorkshire, England
Reply with quote
Post Re: Sniper Rifle / Bullet Damage
Ah okay thanks!


Fri Dec 14, 2007 1:23 am
Profile
User avatar

Joined: Thu Dec 13, 2007 8:16 pm
Posts: 18
Location: Yorkshire, England
Reply with quote
Post Re: Sniper Rifle / Bullet Damage
Oh just another quick question, where can I edit the pistols ammo? Ammo.ini shows everything but the pistol.


Fri Dec 14, 2007 1:55 am
Profile
User avatar

Joined: Sun Mar 18, 2007 5:35 am
Posts: 3778
Location: Largo, Florida
Reply with quote
Post Re: Sniper Rifle / Bullet Damage
Ell wrote:
Oh just another quick question, where can I edit the pistols ammo? Ammo.ini shows everything but the pistol.

It's in the magazine.


Fri Dec 14, 2007 1:55 am
Profile WWW
User avatar

Joined: Thu Dec 13, 2007 8:16 pm
Posts: 18
Location: Yorkshire, England
Reply with quote
Post Re: Sniper Rifle / Bullet Damage
I'm just modding the pistol so it looks like a sniper rifle and does extreme damage, but there's no sharpness anywhere for the pistol. SharpLength = # is the closest thing I could find.


Fri Dec 14, 2007 2:03 am
Profile
User avatar

Joined: Tue Dec 12, 2006 1:09 am
Posts: 698
Location: Plymouth, NC
Reply with quote
Post Re: Sniper Rifle / Bullet Damage
Sharpness is in the round code, RoundCount is in the magazine code.


Fri Dec 14, 2007 2:08 am
Profile
User avatar

Joined: Thu Dec 13, 2007 8:16 pm
Posts: 18
Location: Yorkshire, England
Reply with quote
Post Re: Sniper Rifle / Bullet Damage
Oh wait I've got it. The pistol shares the same ammo as the SMG... kinda weird :P


Fri Dec 14, 2007 2:13 am
Profile

Joined: Thu Sep 13, 2007 4:01 pm
Posts: 7
Location: Hessen
Reply with quote
Post Re: Sniper Rifle / Bullet Damage
Actually, pretty logical, as SMGs tend to fire pistol rounds.
You can define a new round type, link that in the pistol magazine code, et voila, your
pistol no longer fires the same rounds as the SMG.

copy the round code,
change the name,
change the sharpness/mass/whatever,
change the linked ammo type in the pistol mag


Fri Dec 14, 2007 2:30 am
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Reply with quote
Post Re: Sniper Rifle / Bullet Damage
VERY IMPORTANT READ THIS

Okay, all of you are right... sort of. Mass, Velocity, and Sharpness work together to determine how much a projectile penetrates. But the damage itself is a somewhat different story.

See, if a projectile is too weak, it won't penetrate. If it's strong enough, it'll make an entry wound. If its really strong, it will make an entry AND an exit wound.

The importance of this is the fact that the wounds themselves are what determine the damage. You'll notice that actors and parts of actors have different entry and exit wounds set. Well, if you check out the Wounds.ini file in Base.rte/Effects/Wounds, you'll find specifications for different wounds. You'll see that they have some variables, including BurstDamage. THAT is the stat that determines how much damage an actor takes when they get that wound.

So, in a nutshell, the maximum damage an actor can take is the sum of their EntryWound and ExitWound BurstDamage values.

... at least normally. Something else to consider is that headshots multiply the BurstDamage value by 5. Still, even with all that combined, a gunshot wound that passes all the way through the head typically isn't fatal in this game, unless you set it to be that way yourself.

You may be a bit perturbed with this, but consider this: the clones in this game don't actually have their own brains. They're just husks being controlled by your brain remotely. So whatever is in their head, though vulnerable, isn't quite as destructible as you would expect.

On a final note, though: remember that every actor and device in the game has a GibWoundLimit. This is the number of wounds something can take before it explodes. So, you could try the trick of having a gun fire more than one bullet with absolutely no spread between them. Not only would each bullet cause damage separately - making more wounds - but also if theres enough it might just gib something instantly.

...hopefully all that wasn't too much to take in.


Sun Dec 16, 2007 3:30 am
Profile YIM
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: Sniper Rifle / Bullet Damage
@Darlos: There's also the solid projectile route; use massive projectiles to trigger the GIL.


Sun Dec 16, 2007 3:37 am
Profile
User avatar

Joined: Sat May 05, 2007 7:21 am
Posts: 662
Location: The Zone
Reply with quote
Post Re: Sniper Rifle / Bullet Damage
Make it a really close-together-spread shotgun blast. Gibs every time.


Sun Dec 16, 2007 4:49 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 16 posts ]  Go to page 1, 2  Next

Who is online

Users browsing this forum: Google [Bot]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.027s | 15 Queries | GZIP : Off ]