Suma – User talk

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m (→‎Is there a chance one of your team can test my app: removed request to test our armtechs app.)
m (Reverted edits by Heecf..... (talk) to last revision by Suma)
 
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== 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<br>
*Ammo does 20 damage in total: 10 explosive and 20 - 10 = 10 kinetic
Which one is correct? :-)
Thanks in advance and cheers,
--[[User:TeRp|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. --[[User:Suma|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... :( --[[User:Bdfy|bdfy]] 12:42, 22 January 2007 (CET)
:::This is a config bug, then. This means direct damage is negative - which can confuse the system. --[[User:Suma|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. --[[User:Suma|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 :( --[[User:Bdfy|bdfy]]
::::Awww, [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=51;t=24657;st=17 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)--[[User:Whisper|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 :( --[[User:Bdfy|bdfy]]
Lets try not to bug developers any more then necessary.  [[User:Hoz|hoz]]

Latest revision as of 01:28, 21 August 2012