There isn't an exact "points of damage" a warhead makes, its a little more complex than that as it very much depends on what type of target it hits, and explodes near etc.XAHTEP39 wrote:1. What is the "medium" warheads (PG-7VL,Cobra,Iranian tandem) power? I understand, that medium warhead doesn`t oneshoots APCs (Uliyanovsk, I shooted one PG-7VL at side of Fuchs with close rang ~70m, and Fuchs was not destory or even tracked!) ?
2. And global question for R-DEVs. How many "points of damage" have AT weapons?
1) RPG-7 with PG-7V -?
2) RPG-7 with PG-7VM-?
3) RPG-7 with PG-7VS -?
4) RPG-7 with PG-7VL "Luch"-?
5) RPG-7 with PG-7VR "Resume" (tandem) = 700 points (R-DEV`s post №22 in this topic)
6) RPG-7 with "Cobra warhead"-?
7) RPG-7 with Iranian warhead = 550 points (R-DEV`s post №22 in this topic)
8 ) RPG-26-?
9) М136 АТ-4 / L2A1 ILAW-?
10) М72 LAW-?
11) Eryx = 825 points (R-DEV`s post №22 in this topic)
12) SRAW / MBT LAW-?
13) SMAW-?
14) Matador-?
15) Pzf-3 with DM12A1-?
16) Pzf-3 with DM22 (tandem)-?
17) PF-89-?
18 ) PF-98-?
19) TOW-?
20) HJ-8-?
21) Milan-?
22) SPG-9 (HEAT)-?
23) 9P148 Konkurs (Spandrel, ATGM based on BRDM-2)-?
24) 9P149 Sturm-S (Spiral, ATGM Sturm or Ataka based on MTLB)-?
25) 9M14 Malutka (Sagger, ATGM of BMP-1)-?
26) 9M111 Fagot (Spigot) or 9M113 Konkurs (Spandrel)? (ATGM of BMP-2)-?
27) 9M133 Kornet (Spriggan, ATGM of BMP-2M)-?
28 ) 9M117 Basnja (Stabber, ATGM of BMP-3)-?
29) 9M119 Invar (Sniper, ATGM of Т-90А-?
30) APFSDS Т-90А-?
31) HEAT Т-90А-?
32) AT-mine (TM-62, M15)-?
33) Yelow press canister IED-?
34) RKG-3-?
35) French rifle HEAT grenade (AC-58 )-?
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I don't have time to work out all the exact damages of every warhead, Vs. every type of material but I will give you a quick tutorial, using the PG-7VL as an example, on how to work them out yourself.
First of all you will need a text editor, "notepad" that comes with windows is the simplest but I would recommend getting Notepad++ with also the PR:BF2 Syntax files to help you navigate the code more easily.
Ideally you will also want to set up a "pr_edit" but you can manually extract the files as you need from the .zips, but in this tutorial I will be writing it like you've got a "pr_edit"
Next you will want to download the http://realitymodfiles.com/rhino/editor ... Editor.zip and extract that into your "\pr_edit\common\Material" folder along side your "materialManagerDefine.con" and your "materialManagerSettings.con" that come out of your "common_server.zip" file.
Before we begin there are two main types of ways things can be damaged in BF2 that you need to understand:
- Contact Damage - which is how much damage is dealt/taken when a projectile hits a surface directly to the object that surface belongs to,.
- Explosion Damage - which is how much damage is dealt/taken when a projectile explodes near an object, although this varies considerably depending on how far away something explodes and I do not have an exact formula myself to work out how much damage is taken depending on how far away the explosion is, so for all my calculations I'm going to assume the projectile explodes right on the object in its worst case scenario.
Now first thing to do is navigate to the projectile you want to identify its damage. Some projectiles are in the actual weapon or vehicles .tweak file and are created along with the vehicle/weapons "GenericFireArm" but most, even for handheld weapons are created in their own .con/.tweak file, with most of the normal projectiles being found in "\pr_edit\objects\weapons\common\projectiles". However since our PG-7VL is a rocket/missile, you will find it in "\pr_edit\objects\weapons\Armament\missiles\rpg7_warheads" in the "rpg7_warhead_pg7vl_con" folder. There is also a "_ins" version but they are coded excatly the same, just have different textures with "_con" used by conventional forces (Russians) and "_ins" being used by guerrilla forces (Militia).
Open up the .tweak file found in there, in this case the "rpg7_warhead_pg7vl_con.tweak" file and in this file you will find all of the settings of this particular projectile, form how it flies, what explosion and trail effects it uses, its LOD distance settings, what sounds it uses and of course, how much damage it deals. if you look in the "DefaultDetonationComp" you will see that this warhead has an "ObjectTemplate.detonation.explosionDamage" (Explosion Damage) of "100" on line #23. And on line #60 you will see it has a "ObjectTemplate.damage" (Contact Damage) Setting of "450". But what dose this mean? Well to find out we need to find something for it to be shot against.
Since you asked about the "Fuchs" lets use that as our target vehicle. Browse to "\pr_edit\objects\vehicles\Land\ger_apc_fuchs" and in their you will find the vehicles .tweak file (ger_apc_fuchs.tweak). If we open that up we get all the settings of this vehicle, and the main ones we are instead in is in its "ObjectTemplate.createComponent Armor" = Armour Component, but also the Materials this vehicle uses (ObjectTemplate.mapMaterial).
Firstly lets look at its Armour settings and we can see that it has "ObjectTemplate.armor.hitPoints 1300", which means it starts off with 1,300 points of health, or "HP" (Health Points). What is also important to note is its "ObjectTemplate.armor.criticalDamage", which in this case is set to "130", which indicates the point at when this vehicle starts to burn/bleed to death. Also "ObjectTemplate.armor.hpLostWhileCriticalDamage 3.25" indicates how much HP is lost every second while its burning/bleeding. This means that once the Fuchs gets down to 130 HP, out of a total of 1,300 HP, it will start to bleed at 3.25 HP/Second, meaning that at best, the crew has 40seconds to bail out in before the vehicle explodes, but in reality this time is normally much lower since the last blast normally puts it well under its critical damage point.
Now moving onto this APCs materials, we can see that it has a total of 4 materials:
Code: Select all
ObjectTemplate.mapMaterial 0 Armor_3_tank_rear_top [b][u]27[/u][/b]
ObjectTemplate.mapMaterial 1 Armor_2_light_armored_vehicles [b][u]28[/u][/b]
ObjectTemplate.mapMaterial 2 Armor_Glass_APCs [b][u]181[/u][/b]
ObjectTemplate.mapMaterial 3 Rubber_heavy [b][u]102[/u][/b]
The text stating what each material is, is actually pretty meaningless and often, very misleading since the actual thing that really matters is the very last number on the end I've highlighted in bold and underlined for each material.
Now if we go back and open your "MaterialEditor.exe" in your "\pr_edit\common\Material" Folder, you will now be able to see all the materials in the mod and their settings in this UI.
Now in your "Destination Material Filter" (Dst Filter) box, type in one of the material numbers above, like I'm going to start with the first material on our list which is "27", which while listed in the .tweak file as "Armor_3_tank_rear_top", is actually "Armour_2_light_armoured_vehicle".
Here comes the point where we can actually start to find how much damage our rocket dose against this APC. Go back into your projectiles .tweak file (rpg7_warhead_pg7vl_con.tweak) and your looking for the "ObjectTemplate.material" line, which indicates what "Contact Damage Material" this projectile deals, which in this case is "3706". Type this number into the "Source Material Filter" (Src Filter) and you will find its the "PR_MISSILE_HEAVYAT" Material. With both your Source and Destination Materials selected, if you look down on the right hand side you will also see under the "Material Settings Properties" a "damageMod" setting, as well as what effect and sound templates are attached to this material. The "damageMod" is the important bit and this basically means how many times the damage setting of the projectile, is multiplied when it hits this material surface, which in this case, it has a "damageMod 2" setting.

Now we found before that the PG-7VL projectile has a Contact Damage of "ObjectTemplate.damage 450". So if we multiply this by its "damageMod 2" setting: 450 x 2 = 900 damage, vs the Fuchs "27" Material, so that damage, minus the Fuchs total HP of 1300: 1300 - 900 = 400 HP remaining after being hit, assuming it had full HP before hand, which is somewhat above its 130 HP Critical Damage point, so it would not be burning although there would be a strong chance at this point for the vehicle to be tracked etc.
But keeping in mind, that is only the "Contact Damage" we have worked out and we still have to work out the "Explosion Damage". If we look at the Projectiles .tweak file we can see it has a "ObjectTemplate.detonation.explosionDamage 100" and a "ObjectTemplate.detonation.explosionMaterial 127". So first put the "127" into your Src Filter in the MaterialEditor.exe and then we need to look up the Fuchs
"ObjectTemplate.armor.defaultMaterial" which in this case is "172", since Explosion Damage only affects the Default Material of an object and not the actual surface materials on its collision mesh like Contact Damage dose, and put this material (172) into your "Dst Filter" in the MaterialEditor.exe and you will how each material affects each other. Other than in this case, the "Material Setting Properties is blank, since no material cell has been created for these two materials, which then means it uses the default "damageMod" setting of 1.

So this means the rockets Explosion Damage of "100" is multiplied by 1: 100 x 1 = 100, which means it dose 100 damage. This is on top of the 900 Contact damage we worked out above, so the total damage that is dealt is 1000, leaving 300 HP on the Fuchs, assuming it was full HP before it was hit, and still shy of the 130 Critical Damage point of the vehicle but still, wouldn't take much to finish it off.
Now this example was only against one vehicle and also only one material on the vehicle where it would do more or less damage, hitting other materials on the same vehicle, which is why I'm not going to work out all of the above for you and why I've just written this tut so you can work them out for yourself if you choose
PS. Fixed the Fuchs having a stronger top armour material than its side armour as seen above, now has material 26 for its top armour instead of 28.
Cheers!

