Question about weapons.ltx

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Question about weapons.ltx

Postby ket on 25 May 2011 14:28

I'm wondering which paramater effects how fast the bullet travels from a gun, is it k_hit or k_impulse? I'm guessing k_hit? Just seems to make sense k_hit would be the velocity/speed of the bullet, while k_impulse is something to do with how much a enemy would be stunned/knocked back when hit by the bullet.
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Re: Question about weapons.ltx

Postby DARK TEMPLAR on 25 May 2011 14:41

One does believe that the parameter is *bullet_speed* .
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Re: Question about weapons.ltx

Postby Nightwatch on 25 May 2011 16:58

DARK TEMPLAR wrote:One does believe that the parameter is *bullet_speed* .


One is right! :mozilla_smile:
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Re: Question about weapons.ltx

Postby ket on 25 May 2011 20:24

Theres no bullet_speed for the ammo types in weapons.ltx :-?? just;

k_dist
k_disp
k_hit
k_impulse
k_pierce
impair
buck_shot

I know what k_dist is thats self explanetory, as are k_pierce, k_disp and buck_shot. Just trying to figure out exactly what k_hit, k_impulse and impair do :)
Mobo: Asrock Z77 Extreme6
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Re: Question about weapons.ltx

Postby DARK TEMPLAR on 25 May 2011 20:43

Impulse should be the force with what the projectile hits, impair, if One understands the word correctly should have something to do with the wounded state but as for the k_hit, no idea.
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CAN YOU FEEL THE TRANQUILLITY OF THE ZONE
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You should never be in the company of anyone with whom you would not want to die.
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Re: Question about weapons.ltx

Postby ket on 25 May 2011 22:49

Ah, thats more or less what I figured for impulse and pierce. :-bd I guess impair doesn't matter so much as the values are pretty easy to deciper, 1.0 = 100, +/- that increases / decreases respectively.
Mobo: Asrock Z77 Extreme6
CPU: Intel i5 3570k @ 4.5GHz 1.18v (actual)
RAM: 2x4GB G.Skill Ripjaws @ 2133MHz 10-11-10-25 1T
GPU: VTX3D HD7970 3GB @ 1125MHz / 6600MHz
Sound: Asus Xonar DX 7.1 PCI-E
HDD: 2TB Seagate Barracuda, Sata3 64MB Cache
Opticals: 2x Sony Optiarc DVD-RW
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Re: Question about weapons.ltx

Postby Nightwatch on 26 May 2011 16:52

First:
GSC developers have managed to create a very elaborate "weapons simulation calculation system" in the engine, hats off to them. It's second to none. But, also due to its non-arcade, highly-tuned simulatory calculations, it is also rather sensitive as well and requires a very carefully balanced approach, if one wants to make a good use of it, not the mess of it.

Changing values need to be applied with the known, calculated proportionate variables. Otherwise, for example, when someone is hit with a one-shot-kill, he may still continue to stagger around for a second and two, then fly into the air high as if hit by an express train. Though unintentionally, silly graphics can be achieved this way, while trying to make a stunning graphical effect, lol. :D

Speed of Bullet: is primarily governed (in a wider extent) by the weapons that fire that bullet, hence the bullet_speed in relevant weapons' files.
it should also be noted that the engine does not disregard the bullet properties while calculating the result.


Now:

k_dist = ; multiplier for distance
k_disp = ; multiplier for acuracy
k_hit = ; multiplier for damage
k_impulse = ; multiplyer for impactpower
k_pierce = ; multiplyer for penetration

and DARK TEMPLAR is right, impair gives values for the wounded state, defining its animations.
Hope I've managed to reply to some questions. :mozilla_smile:
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Re: Question about weapons.ltx

Postby ket on 26 May 2011 20:12

Great info Nightwatch :-bd I can use that info to contine with what I'm doing - Adjusting all caliburs of ammo for realistic damage. Well, some ammo will be a bit over powered to make players extra aware such as 7.54mm rounds and 9x39mm rounds.
Mobo: Asrock Z77 Extreme6
CPU: Intel i5 3570k @ 4.5GHz 1.18v (actual)
RAM: 2x4GB G.Skill Ripjaws @ 2133MHz 10-11-10-25 1T
GPU: VTX3D HD7970 3GB @ 1125MHz / 6600MHz
Sound: Asus Xonar DX 7.1 PCI-E
HDD: 2TB Seagate Barracuda, Sata3 64MB Cache
Opticals: 2x Sony Optiarc DVD-RW
PSU: Corsair 850w HX
Case: Zalman Z11

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Joined: 14 Sep 2008 11:57
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