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Old 05-18-2008, 11:35 PM   #106 (permalink)
 
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Re: PR patch 0.756 is out

List of bugs and 'features' here with some possible solutions:

http://guide.realitymod.com/index.php?title=Bugs
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Old 06-28-2008, 06:57 PM   #107 (permalink)
 
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Re: PR patch 0.756 is out

Table of damage figures for each gun/caliber

http://spreadsheets.google.com/pub?k...elRt_Xl9WyW6VA
Code:
              Limb	Body	Head	Poor Armour	Good Armour
Skorpion       15.4	23.8	210	15.4	          14
SKS/AK         46.2	71.4	630	63	          42
G3             55	85	750	75	          50
SAW/M16/AK101  39.6	61.2	540	46.8    	  36
Quote:
Originally Posted by [R-CON]nedlands1 View Post

Sabre: A headshot with a pistol is lethal on the proviso that the target isn't too far away. It is my understanding that the body armour material only applies to the torso area.

If you look in one column of the spreadsheet you will see a # of Shots to Wound section (opps I saw that you noticed). It implies that one shot, with the round fired from a G3A3, to an armoured torso, will cause wounding (ie bleeding).

The rounds have a damage drop off based on range. I shall illustrate this with an example. Here is the bit of code which governs the damage of the 5.56x45mm rounds that the full sized rifles use.

Code:
ObjectTemplate.damage 36
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 200
ObjectTemplate.DistToMinDamage 1000
The first line is the base damage from which the rest of the damage calculations are based upon. The second line is the multiplier for the damage at the distance which minimum damage is done and beyond. In this case the damage would be 14.4 at 1000m+. The third line is the distance the damage starts to drop off. The final line is the distance where the damage reaches the minimum value. I am under the impression that the damage drops of linearly from the "DistToStartLoseDamage" range to the "ObjectTemplate.DistToMinDamage".
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Last edited by Sabre_Tooth_Tigger; 06-29-2008 at 02:27 AM.
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