Posted: 2008-02-23 03:25
so does anyone think it is realistic that a 7.62mm kills someone in 1 hit, i am fine with it, the guns that fire a 7.62 have a lot of recoil so you cant lay down as much fire.
You sure? I'm sure the "Human_limbs" material with a damage modifier, which by the way is lower that the "Human_body" damage modifier, is there for a reason...[R-CON]OkitaMakoto wrote:Anyway, the damage system as it is now is there because its pretty much headshot or "anywhere else shot". So when you're hitting someone in the hand it does the same damage as a body shot, and a legshot. So, the non-headshot is sort of an average in between amount to take that into consideration.
*edit*[R-CON]nedlands1 wrote:You sure? I'm sure the "Human_limbs" material with a damage modifier, which by the way is lower that the "Human_body" damage modifier, is there for a reason...

Code: Select all
GeometryTemplate.setSubGeometryLodDistance 1 0 10
GeometryTemplate.setSubGeometryLodDistance 1 1 20
ObjectTemplate.active us_heavy_soldier
ObjectTemplate.networkableInfo BasicInfo
ObjectTemplate.hasMobilePhysics 1
rem ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.collisionGroups 16
ObjectTemplate.CullRadiusScale 12.5
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.aiTemplate Soldier
rem For adding lightflare at item index 7 --jkj
ObjectTemplate.inventorySize 10
ObjectTemplate.manDownCameraOffsetInDof 0.11
ObjectTemplate.manDownCameraOffsetInUp 0.5
ObjectTemplate.ragdollLandedDelay 4
ObjectTemplate.drag 1.0
ObjectTemplate.mass 200
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.SprintRecoverTime 45
ObjectTemplate.SprintDissipationTime 60
ObjectTemplate.SprintLimit 0.25
ObjectTemplate.SprintLossAtJump 0.4
rem ObjectTemplate.Grip 20
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 100
ObjectTemplate.armor.hitPoints 100
ObjectTemplate.armor.wreckhitpoints 320
ObjectTemplate.armor.defaultMaterial 24
ObjectTemplate.armor.explosionForceMod 25
ObjectTemplate.armor.explosionForceMax 1000
ObjectTemplate.armor.TimeToStayAsWreck 6
ObjectTemplate.armor.timeToStayafterDestroyed 180
ObjectTemplate.armor.angleMod 1
ObjectTemplate.armor.wreckExplosionForceMod 0
ObjectTemplate.armor.wreckExplosionForceMax 0
ObjectTemplate.armor.hpLostWhileCriticalDamage 0.20
ObjectTemplate.armor.criticalDamage 50
ObjectTemplate.armor.addArmorEffect 50 e_dstate_soldier40 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 40 e_dstate_soldier40 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 30 e_dstate_soldier30 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 20 e_dstate_soldier20 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 10 e_dstate_soldier10 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 5 e_dstate_soldier05 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 0 e_dstate_soldier00 0/0/0 0/0/0
rem ---EndComp ---
ObjectTemplate.collisionMesh Soldier_CollisionMesh
rem *** Animation ****
ObjectTemplate.skeleton1P Objects/Soldiers/Common/Animations/1p_setup.ske
ObjectTemplate.skeleton3P Objects/Soldiers/Common/Animations/3p_setup.ske
ObjectTemplate.animationSystem1P Objects/Soldiers/Common/Animations/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Soldiers/Common/Animations/AnimationSystem3p.inc
rem Stand
ObjectTemplate.poseCameraPosition 0 0/0.47/0.1
rem Crouch
ObjectTemplate.poseCameraPosition 1 0/-0.05/0.1
rem Prone
ObjectTemplate.poseCameraPosition 2 0/-0.63/0.1
rem boneName, material, offset, radius, length
ObjectTemplate.setSkeletonCollisionBone left_upperleg 24 0/0.03/0 0.09 -0.35
ObjectTemplate.setSkeletonCollisionBone right_upperleg 24 0/0.03/0 0.09 0.35
ObjectTemplate.setSkeletonCollisionBone left_lowerleg 77 0/0.03/0.02 0.08 -0.32
ObjectTemplate.setSkeletonCollisionBone right_lowerleg 77 0/0.03/0.02 0.08 0.32
ObjectTemplate.setSkeletonCollisionBone head 25 0/-0.02/0.02 0.07 -0.08
ObjectTemplate.setSkeletonCollisionBone spine2 23 0/-0.05/-0.03 0.15 -0.16
ObjectTemplate.setSkeletonCollisionBone spine3 23 0/-0.03/0.02 0.16 -0.05
ObjectTemplate.setSkeletonCollisionBone right_shoulder 77 0.01/0.03/0 0.06 0.2
ObjectTemplate.setSkeletonCollisionBone right_low_arm 77 -0.01/0.03/0 0.045 0.18
ObjectTemplate.setSkeletonCollisionBone left_shoulder 77 0.01/0.03/0 0.06 -0.2
ObjectTemplate.setSkeletonCollisionBone left_low_arm 77 -0.01/0.03/0 0.045 -0.18
ObjectTemplate.addTemplate SoldierCamera
ObjectTemplate.setPosition 0/4.1/0
ObjectTemplate.addTemplate e_sold_swim
ObjectTemplate.active S_US_heavy_soldier_Death
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename common/sound/Die/Die_01.wav,common/sound/Die/Die_02.wav,common/sound/Die/Die_03.wav,common/sound/Die/Die_04.wav,common/sound/Die/Die_05.wav,common/sound/Die/Die_06.wav,common/sound/Die/Die_07.wav,common/sound/Die/Die_08.wav,common/sound/Die/Die_09.wav,common/sound/Die/Die_10.wav,common/sound/Die/Die_11.wav,common/sound/Die/Die_12.wav,common/sound/Die/Die_13.wav,common/sound/Die/Die_14.wav,common/sound/Die/Die_15.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.7
ObjectTemplate.reverbLevel 0.8
ObjectTemplate.position 0/0.8/0
ObjectTemplate.pitch 0.94
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.98/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/0/0/
ObjectTemplate.minDistance 2
ObjectTemplate.halfVolumeDistance 6
ObjectTemplate.active S_US_heavy_soldier_Revive
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Cough/cough_01.wav,Objects/Soldiers/Common/Sound/Cough/cough_02.wav,Objects/Soldiers/Common/Sound/Cough/cough_03.wav,Objects/Soldiers/Common/Sound/Cough/cough_04.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.53
ObjectTemplate.reverbLevel 0.8
ObjectTemplate.position 0/0/0
ObjectTemplate.pitch 0.88
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.85/0.88/
ObjectTemplate.volumeEnvelope 0/1/0/1/0/0/
ObjectTemplate.minDistance 1.5
ObjectTemplate.active S_US_heavy_soldier_Swim
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Swim/swim_stroke_01.wav,Objects/Soldiers/Common/Sound/Swim/swim_stroke_02.wav,Objects/Soldiers/Common/Sound/Swim/swim_stroke_03.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.60
ObjectTemplate.reverbLevel 0.8
ObjectTemplate.position 0/0/0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.99/1.01/
ObjectTemplate.minDistance 2
ObjectTemplate.active S_US_heavy_soldier_Swim_Sprint
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Swim/swim_sprint_01.wav,Objects/Soldiers/Common/Sound/Swim/swim_sprint_02.wav,Objects/Soldiers/Common/Sound/Swim/swim_sprint_03.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.67
ObjectTemplate.reverbLevel 0.8
ObjectTemplate.position 0/0/0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.99/1.01/
ObjectTemplate.minDistance 2
ObjectTemplate.active S_US_heavy_soldier_Swim_Still
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Swim/swim_still_01.wav,Objects/Soldiers/Common/Sound/Swim/swim_still_02.wav,Objects/Soldiers/Common/Sound/Swim/swim_still_03.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.51
ObjectTemplate.reverbLevel 0.8
ObjectTemplate.position 0/0/0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.99/1.01/
ObjectTemplate.minDistance 1.5Code: Select all
ObjectTemplate.armor.hitPoints 100
...
ObjectTemplate.armor.defaultMaterial 24
...
rem boneName, material, offset, radius, length
ObjectTemplate.setSkeletonCollisionBone left_upperleg 24 0/0.03/0 0.09 -0.35
ObjectTemplate.setSkeletonCollisionBone right_upperleg 24 0/0.03/0 0.09 0.35
ObjectTemplate.setSkeletonCollisionBone left_lowerleg 77 0/0.03/0.02 0.08 -0.32
ObjectTemplate.setSkeletonCollisionBone right_lowerleg 77 0/0.03/0.02 0.08 0.32
ObjectTemplate.setSkeletonCollisionBone head 25 0/-0.02/0.02 0.07 -0.08
ObjectTemplate.setSkeletonCollisionBone spine2 23 0/-0.05/-0.03 0.15 -0.16
ObjectTemplate.setSkeletonCollisionBone spine3 23 0/-0.03/0.02 0.16 -0.05
ObjectTemplate.setSkeletonCollisionBone right_shoulder 77 0.01/0.03/0 0.06 0.2
ObjectTemplate.setSkeletonCollisionBone right_low_arm 77 -0.01/0.03/0 0.045 0.18
ObjectTemplate.setSkeletonCollisionBone left_shoulder 77 0.01/0.03/0 0.06 -0.2
ObjectTemplate.setSkeletonCollisionBone left_low_arm 77 -0.01/0.03/0 0.045 -0.18Sadly I only do that after posting otherwise[R-CON]nedlands1 wrote: EDIT: saw that you solved the problem yourself.
You would have to redo all the animations during wich the player can shoot, that's a lot. That's like 90% of all player and weapon realated animations.zangoo wrote:well i think the only animations that would need to be changed are any animation that the player is shooting, so walking, crouch, prone, ect. it is alot of work but if it is as simple as copy and paste then that is great, but i dont think anything on this engine would be that easy.
true bodies dont get knocked around in real life if a bullet penetrates but troops now adays all wear armour, there for they would fly back. granted the armour would either stop it or the bullet would penetrate and be stopped by the back plateJonny wrote:
The new masses given are almost all less than 1 kg, which is the default mass for projectiles I think, so will only help stop bodies flying around.
I still need some data for UGLs and all tank rounds used in the game.
The tables also contain data for recoil and damage (kinetic and explosive) which dbzao has already asked for.
How's that going Jonny? Approximating the drop effects of drag with a high gravity modifier isn't isn't turning out to be ideal.Jonny wrote:constants for drag can be found by using:
x = mvcosθ/k(1 - e^(-kt/m))
and letting t tend to infinity, ie a very very long wait before you measure the distance.
As that is the only constant that the engine will let you use in this it then just needs to approximate the velocity at the zero point (what I have currently coded into the balistic tables).
Nah. I think it's only for grenades. Why would you need it anyways?zangoo wrote:has anyone had any luck with getting ObjectTemplate.fire.projectileStartRotation 0/0/0 to work with singlefirecomp?
Thanks for your support. What I envisage is weapon zeroing, a to scale ACOG with a working BDC, the possibility of selecting multiple apertures on adjustable rear sights (eg setting "1" for 100m zero, "2" for 200m zero, "3" for 300m zero and "4" for 400m zero in the case of the G3A3 w/ iron sights) and more noticeable drop and lead times at range.Rico11b wrote:I'm proud of you guys... You guys have been working on this ballistic issue for a long time now. I hope it makes it into the next patch release. Hopefully I'll get a chance to test it out when the next test build comes out. I've been shouting from the rooftops (many others have too) about realistic weapon ballistics. Great work fellas. Thanks for sticking with it, and not giving up.
I hope I speak for all the fans of PR when I say, "appreciate what you're doing".
R