need help on weapon and ammostats -1 reply

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motorb!tch

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26th April 2007

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#1 11 years ago

hi there, i need some help verifing (or disprove) my thoughts on what these values culd mean. im interesstet in the following ones: ----any_weapon.ltx: hit_impulse = 85 : what does that mean? its not the bullet speed, not the damage, maby for the woundsitze (bloodlos)? culd be a value for armorpenetration, too ----weapons.ltx: (ammo) k_dist = 0.75 : im pretty sure this value multiplies the range, her the result wuld be 75% of the weapons [SIZE=2]fire_distance k_disp = 4 : multiplier for the inacuracy, but it also culd just add up the value in degrees k_hit = 1.15 : multiplyer for damage k_impulse = 1.0 : multiplyer for hit_impulse, but as im unsure on that value... k_pierce = 0.001 : factor how much the bulltet is affectet by armor, but i dont know in with way impair = 1.5 : bloodloss caused by bullet buck_shot = 1 : how many projectiles are fired with each shoot (pretty sure on this) tracer = off : is the bullet a tracer bullet or not wm_size = 0.05 : im clueless on this thanks for your help mb




dexxtaa

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23rd April 2007

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#2 11 years ago

hit_impulse is the force of which the victim will recoil from the impact of the round upon death. thats as far as i get. it great if you set it to something like 1,000 you get to see some pretty cool stuff like bodies flying through walls and getting stuck halfway, and the like. as for the others, im not too sure.




motorb!tch

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#3 11 years ago

tink so too on impulse, but i dont think its the only thing this value does.




dexxtaa

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#4 11 years ago

i should think so. i mean, its the only thing thats giving the ragdolls that little blast back. the ammo files have it too, but it doesnt seem to do much. so yeah.




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#5 11 years ago

k_pierce : this is multiplier for armor-piercing capability of bullet, makes bullets more deadly agains armored oponents (like exoskeletons and those heavy military berils). if You set value really high You will kill those special forces soldiers in heavy berils as easy as bandits with those silly jackets




motorb!tch

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#6 11 years ago

jup think so too on pierce. the question is : how does this value exactly modifies the armorprotection? the ammo files are multiplikators.... setting hit in weaponfile to 5 and in ammo to 2 is the same effect as setting the hit in weaponfile to 10 and in the ammofile to 1




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#7 11 years ago

i didnt actually go that deep to see how much it affects, but my thinking is : armor divides bullet's effectivness by certain percent, and that piercie thingie deivides that protection factor somehow. But im not that far into modding the game, and i dont know how it works. Ill look into it however, and post if i find anything interesting




motorb!tch

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#8 11 years ago

ui_wpn_params.script: function normalize(val) if val > 100 then val = 100 elseif val < 1 then val = 1 end return val end

function read_if_exist(ltx, section, value, default) if ltx:line_exist(section,value) then return ltx:r_float(section,value) else return default end end function GetRPM(section) local ltx = system_ini() local rpm = ltx:r_float(section,"rpm") local mag_size = ltx:r_float(section,"ammo_mag_size") if rpm > 200 then rpm = math.pow((rpm - 200)/720,2)*100 + 15 else rpm = rpm/14 end if mag_size < 5 then rpm = 30 end return normalize(rpm) end function GetDamage(section) local ltx = system_ini() local val = ltx:r_float(section,"hit_power") -- if val < 1.36 then -- val = val*100-46 -- else -- val = 90 + math.pow(val/2.3,2)*10 -- end return normalize((100*val - 25) * (100/85) ) end function GetDamageMP(section) local ltx = system_ini() local val = ltx:r_float(section,"hit_power") if val < 1.05 then val = val*100-30 else val = 75 + math.pow(val/4,2)*25 end return normalize(val) end function GetHandling(section) local ltx = system_ini() local val local control_inertion_factor if ltx:line_exist(section,"control_inertion_factor") then control_inertion_factor = ltx:r_float(section,"control_inertion_factor") else control_inertion_factor = 1 end local PDM_disp_base = read_if_exist(ltx, section, "PDM_disp_base", 1) local PDM_disp_vel_factor = read_if_exist(ltx, section, "PDM_disp_vel_factor", 1) if control_inertion_factor < 2 and PDM_disp_base < 1.5 then val = (1 - math.pow(PDM_disp_vel_factor - 0.5, 2) + math.pow(2 - control_inertion_factor,2))*50 else val = 15 - (2*PDM_disp_base + control_inertion_factor) end return normalize(val) end function GetAccuracy(section) local ltx = system_ini() local fire_dispersion_base = ltx:r_float(section,"fire_dispersion_base") local cam_dispersion = ltx:r_float(section,"cam_dispersion") local cam_dispersion_inc = read_if_exist(ltx, section, "cam_dispertion_inc", 0) local cam_dispersion_frac = read_if_exist(ltx, section, "cam_dispertion_frac", 1) local cam_step_angle_horz = ltx:r_float(section,"cam_step_angle_horz") local rpm = ltx:r_float(section,"rpm") local ammo_list = ltx:r_string(section,"ammo_class") local pos = string.find(ammo_list,",",1) local k_disp if nil ~= pos then local ammo = string.sub(ammo_list,1,pos - 1) k_disp = ltx:r_float(ammo, "k_disp"); else k_disp = ltx:r_float(ammo_list, "k_disp"); end if k_disp > 3.5 then k_disp = 0.3 end local fir = math.log10(1/(fire_dispersion_base*k_disp)) local inc = math.log10(1/(cam_dispersion/10 + cam_dispersion_inc)) local dis = math.log10(1/(cam_dispersion*cam_step_angle_horz)) local fra = math.pow(cam_dispersion_frac,1.5) val = 30*fir + 15*dis*fra + 0.02*rpm*inc*fra return normalize(val) end




motorb!tch

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#9 11 years ago

so if i understand this, you where right. only hit_power is damagerelated. didnt found any pice of script for armor till now :(