[Coding] Balistics/zeroing [WIP]

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DeltaFart
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Re: [WIP] Balistics/zeroing

Post by DeltaFart »

They are given the interceptor, its a pretty good piece of gear. all soldiers get this standard
that woujld be pretty cool, hope the engine can do that! lso whats going on with mosquills 3D ironsights?
zangoo
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Re: [WIP] Balistics/zeroing

Post by zangoo »

ok looked around for some info about the interceptor armour, it says it can stop all 9mm rounds, and rounds up to 7.62x54mm, now i am not sure but if we were to put this in game this could really effect game play. like most guns would have little effect on the other player, shot placement would become a must if you wanted to kill someone. and assuming the mec used body amour, they would be like walking robots as the m16a4 only fires a m855 ball round and the interceptor vest will stop that.

i think game play would have to come first for this one, but i think it might still be a good idea to implement the vital organs into the player model.
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DeltaFart
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Re: [WIP] Balistics/zeroing

Post by DeltaFart »

Dont beleive it, they usually have a way of overexaggerating those statements, a 762x39 alot of times will be steel cored so it will just go right through, maybe slow down abit but still kill if it gets you. If it hits the ceramic plate though, it might stop it.(i loved in FW how they had the M4, AK, than an MP5 OMG1337BBQWTF?! sheesh, Discovery channel is a tool...)pistols it will stop.
And if you don't beleive me, look up an automatic weapon shooting in Calif that caused them to give M4s to their police officers. THe pistols and shotguns had no effect on the criminals, but when the police got into gun stores and got some AR15s and some hunting ammo. Stopped them damned quick
zangoo
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Re: [WIP] Balistics/zeroing

Post by zangoo »

i was talking about the plates that cover a large part of the pearson it is issued to. now if this was put in, it would make people work on shot placement and with the new bullet drop and everything you would really need to think about each shot if you wanted to try to hit a unportected area.
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DeltaFart
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Re: [WIP] Balistics/zeroing

Post by DeltaFart »

I beleive after one hit the ceramic plate isn't much use anymore, since it's shattered in protecting you already
Jaymz
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Re: [WIP] Balistics/zeroing

Post by Jaymz »

I have a friend here in the US who's a former ranger. He lost one of his kidneys in Iraq from one single AK47 round that went straight through his interceptor vest.
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zangoo
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Re: [WIP] Balistics/zeroing

Post by zangoo »

Jonny wrote:^^^ That could be hacked in, you could change the initial health to higher than the max health using notepad.
??? are you talking about what i said? i am talking about adding more "bones" to the soldier, each bone would have a diffrent material, now this would allow players to hit vital orgrans and take out another player with 1 bullet if it hit in the right area.
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zangoo
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Re: [WIP] Balistics/zeroing

Post by zangoo »

ok body amour doesnt seem like something that would be put into pr easy. but what about organs/bones, what do you guys think about adding those?
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crazy11
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Re: [WIP] Balistics/zeroing

Post by crazy11 »

Organs and bones would be really cool if you can make them and get them to work.
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sakils2
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Re: [WIP] Balistics/zeroing

Post by sakils2 »

Organs and bones would be really cool if you can make them and get them to work.
Not only cool, but more real-ish :D Would be very nice, but most of all closer to reality.
Is it possible if you got shot in the leg you can't run etc.
Last edited by sakils2 on 2008-05-07 23:09, edited 1 time in total.
Reason: Dunno
zangoo
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Re: [WIP] Balistics/zeroing

Post by zangoo »

sakils2 wrote:Not only cool, but more real-ish :D Would be very nice, but most of all closer to reality.
Is it possible if you got shot in the leg you can't run etc.

afaik it is not possible to make someone stop running if they are hit in the leg or not be able to shoot if they get hit in the arm, but i am like 99% sure i can add more "bones" to the soldiers. ok so new question, what organs should be added assuming that the number of "bones" effects performance?
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Waaah_Wah
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Re: [WIP] Balistics/zeroing

Post by Waaah_Wah »

Heart lungs & liver? That should do ;)
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zangoo
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Re: [WIP] Balistics/zeroing

Post by zangoo »

what about bones like the spine?
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crazy11
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Re: [WIP] Balistics/zeroing

Post by crazy11 »

what about bones like the spine?
Yea usebones like the spine, ribs, sternum, and of course the skull but its up to you to decide zang.
Its to bad you cant make stop running or shooting as if they were shot in the arm or leg. Stupid engine limitations.
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zangoo
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Re: [WIP] Balistics/zeroing

Post by zangoo »

have to agree with jonny it would be alot easyer to just have a ± damage mod instead of modeling the ograns, plus like you said it would seem like the same effect.
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crazy11
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Re: [WIP] Balistics/zeroing

Post by crazy11 »

Yea I guess Jonny's way is better.
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zangoo
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Re: [WIP] Balistics/zeroing

Post by zangoo »

ok i was talking to mosquill, i he said that nedlands tryed to use CRD to make random damage, so i dont think that will work. but i think we should really make it so the soldiers have 120 health to start and can only be healed up to 100.
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