Suma – User talk
Animation Sources
I have a problem. I am using the sources wheelL and wheelR for my animations. But I would like to change the returned values (for example using sinus function) maybe by using a custom AnimationSource class. But I need to know how to do calculations with the returned value of the default sources. Is this possible? Thx in advance --T_D 23:07, 1 March 2007 (CET)
cfgAmmo Config Reference
Hi Suma, thanks for your changes to the CfgAmmo Config Reference. Concerning the damage, could you please clarify the explosive damage a bit more, it seems a bit vague currently. Does explosive mean that the ammo does an additional explosive damage or does it mean that the explosive value is subtracted from the hit damage?
Example: hit=20; explosive=10;
- Ammo does 30 damage in total: 20 kinetic, 10 explosive
- Ammo does 20 damage in total: 10 explosive and 20 - 10 = 10 kinetic
Which one is correct? :-)
Thanks in advance and cheers,
--TeRp 02:36, 21 January 2007 (CET)
- Almost correct is this one. Ammo does 20 damage in total: 10 explosive and 20 - 10 = 10 kinetic. However, explosive is given a as a ratio, and should be 0.5 and not 10. --Suma 12:42, 22 January 2007 (CET)
- And what if Indirecthit value is bigger then hit value ? How damaged is calculated in this case ? In OFP I got some strange results... :( --bdfy 12:42, 22 January 2007 (CET)
- This is a config bug, then. This means direct damage is negative - which can confuse the system. --Suma 14:22, 14 February 2007 (CET)
- The damage is positive, but calculated differently (not just total hit = damage direct - indirect damage ). High indirecthit values (with low hit ones ) are the only way in OFP\Arma to get bots fire at soft targets with HE shells not AP ones ( any cost tweaks do not give good results ). That's why i'm interested in it.
- Such tweak is incorrect. Internally the engine separates damage to two parts, direct and indirect, by subtracting indirect from total. --Suma 15:39, 14 February 2007 (CET)
- Yep. It's unsolicited, but is already made for the entire Liberation Mod. :) Is there any good way to learn bots to select specific weapon for different types of target ? Is this possible to know some formula or algorithm ? From what i know ammo/target costs, armor , hit values, weapon's engage range is taken into considaration. But tweaking all this using only experimental data is impossible :( --bdfy
- Such tweak is incorrect. Internally the engine separates damage to two parts, direct and indirect, by subtracting indirect from total. --Suma 15:39, 14 February 2007 (CET)
- Awww, I so wish I had such informations years ago. Is there a detailed description of the damage system now? (sorry to post that in Suma's page, I stumble on this inof while looking for damage descriptions)--Whisper 18:18, 14 February 2007 (CET)
- Damage calculation for OFP was quite easy. Damage(hit) dependence was polynomial ( degree 2 ) and it was possible to calculate all needed koefs for every vehicle. I can only wonder what it's now with typicalspeed involved cause there're no way at the moment to write data from the game into the external file to explore :( --bdfy
- The damage is positive, but calculated differently (not just total hit = damage direct - indirect damage ). High indirecthit values (with low hit ones ) are the only way in OFP\Arma to get bots fire at soft targets with HE shells not AP ones ( any cost tweaks do not give good results ). That's why i'm interested in it.
- This is a config bug, then. This means direct damage is negative - which can confuse the system. --Suma 14:22, 14 February 2007 (CET)
- And what if Indirecthit value is bigger then hit value ? How damaged is calculated in this case ? In OFP I got some strange results... :( --bdfy 12:42, 22 January 2007 (CET)
Lets try not to bug developers any more then necessary. hoz