Suma – User talk

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Revision as of 19:34, 5 May 2007 by Manny (talk | contribs) (GUI)
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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
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

Lets try not to bug developers any more then necessary. hoz

GUI

I've recently added the topic Dialogs (as defined in description.ext, et al.) to my personal Biki-ToDo list. I've already crawled some resources covering the dialogs in Operation Flashpoint and I did some tinkering and toying with dialogs in ArmA. Have there been any major changes in ArmA compared to OFP's dialogs? Or can I base my articles on old OFP documentation (e.g. Vektorboson's tutorial). Any piece of information, hints or advices are heartily welcome (e.g. if there's any useful and/or virtal information hidden in pbos), if you have the time to comment on that topic. Thanks in advance, -- Manny 19:34, 5 May 2007 (CEST)