pazi 0 Melden Teilen Geschrieben 24. März 2006 ein freundliches hallo an alle mein erster poste zu meinem problem ich würde gerne in der map Battle of Britain den Radar Tower die eigenschaften der fabrik geben (der tower sollte genauso viel abkönnen) hab schon so einiges ausprobiert ohne ervolk wenn jemand da vieleicht helfen kann ich bin schon am verzweifeln pazi Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
Bommel 0 Melden Teilen Geschrieben 24. März 2006 Was hast du denn bis jetzt schon ausprobiert? Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
pazi 0 Autor Melden Teilen Geschrieben 24. März 2006 (bearbeitet) in der objecte.con der map ObjectTemplate.hitpoints ObjectTemplate.maxhitpoints ObjectTemplate.material und \game\damage_system\"projektiel".con MaterialManager.damageMod für das dazugehörige matterial da war ich noch nicht bei, weil ich überhaubt kein plan hab was das macht??? ObjectTemplate.addArmorEffect 750 e_DefGunDamage -1.499/15.1/5 ObjectTemplate.addArmorEffect 500 e_DefGunDamage -1.499/15.1/5 ......... ...... (in der objecte.con der map) pazi Bearbeitet 24. März 2006 von pazi Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
Chillix 0 Melden Teilen Geschrieben 24. März 2006 Splash damage is what comes from explosions. An explosion affects objects whose center is inside the blast radius. This radius, measured in meters, is found in the Weapons.con file for the weapon, e.g. the Sturmtiger's setting is: ObjectTemplate.radius 20 If any terrain or object blocks the line segment between the explosion and the soldier's center, the soldier receives no damage from the explosion. Objects and terrain do not block splash damage attacks against vehicles and objectives. Material2 gives the attack material for splash damage for a weapon. This property is found in the weapon's Weapons.con file. For handweapons, this property is in the common\Weapons.con file (for the bazooka shell) or in the weapon's Objects.con file. For example, the explosive pack's Radius and Material2 are defined in objects\handweapons\exppack\objects.con: ObjectTemplate.radius 12 ObjectTemplate.material2 204 The defense material of the target is easier to find than for direct damage, as in this case it is not derived from the collision mesh. The defense material is simply whatever value is set in the object's Objects.con file. For example, here is the setting for the Wespe: ObjectTemplate.material 45 The defensive material of a vehicle is often set to be about the thinnest armor in its vehicle class. Setting it this low is not a requirement, it is just the way it was done in BF 1942. For example, the Wespe's collision mesh uses materials 46 and 47, but its splash damage material is 45. If the object is inside the explosion's radius and the damage is not blocked, the splash damage equation is used: Hitpoints = MaterialDamage * DamageMod * RadiusMod MaterialDamage: This value is also found in the game\bf1942\Game\materialManagerdefine.con file. The Material2 value is used. For example, the explosive pack's Material2 is 204, and the corresponding entry is: MaterialManager.material 204 MaterialManager.materialAttGroup 204 MaterialManager.materialDefGroup 204 MaterialManager.materialDamage 20 So the MaterialDamage base value is 20 for the explosive pack. DamageMod: Similar to direct damage, the attack material and defense material are used to find the damage modifier, in the weapon's file in the directory bf1942\Game\damage_system. Continuing with an explosive pack (material 204) vs. a Wespe (material 45), the entry is in the file bf1942\Game\damage_system\exppack.con: MaterialManager.attGroup 204 MaterialManager.defGroup 45 MaterialManager.damageMod 3 MaterialManager.setEffectTemplate e_ExplGranade (Note that, if you look inside this file, the comments are incorrect about what material does what damage.) So, the DamageMod is 3 for the explosive pack vs. the Wespe. RadiusMod: All explosions fall off with distance. The property DamageType in the weapon's Weapons.con file specifies the type. For explosive packs (and almost every other explosive) this entry is: ObjectTemplate.damageType 1 which means that the object explodes on impact. Landmines and flak guns are the only weapons with a DamageType of 4, which was introduced with the v1.4 patch. This setting is used to allow the projectile to explode when it is near another object. The property ObjectTemplate.explodeNearEnemyDistance sets this explosion distance. Damage falls off linearly with distance from the center of the explosion, going to zero at its Radius. The term is simply (1 - distance/radius). For our example, say the explosive pack was put 1.2 meters from center of the Wespe. The radius mod is then (1 - 1.2/4), or 0.7. Hitpoints: as with direct damage, this is the number of points of damage done. For our explosive pack vs. Wespe example, the MaterialDamage was 20, the DamageMod was 3, and the RadiusMod was 0.7. This gives: Hitpoints = MaterialDamage * DamageMod * RadiusMod Hitpoints = 20 * 3 * 0.7 = 42 So the Wespe takes 42 points of damage. It has 50 hitpoints at full strength, so it would be brought down to 8 hit points. PS: Also das hab ich noch auf dem Pc von dem Damagesystem. Ich hoffe es hilft dir. Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
golem_moja 0 Melden Teilen Geschrieben 24. März 2006 @ pazi das, was du gepostet hast, zeigt lediglich, wo der rauch erschienen soll (addeffect) Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
pazi 0 Autor Melden Teilen Geschrieben 29. März 2006 erstmal danke für die vielen antworten ich hab mich mal an diese formel gehalten Hitpoints = MaterialDamage * DamageMod * RadiusMod bei der fabrik sind das meiner meinung nach die werte ObjectTemplate.create PlayerControlObject Britain_Factory ObjectTemplate.hitpoints 1000 ObjectTemplate.maxhitpoints 1000 ObjectTemplate.material 45 und bei den radartürmen ObjectTemplate.create PlayerControlObject Felixstowe_RadarTower ObjectTemplate.HitPoints 600 ObjectTemplate.MaxHitPoints 600 ObjectTemplate.Material 45 und das projektil bleibt ja das selbe wenn ich bei den türmen ObjectTemplate.HitPoints 1000 ObjectTemplate.MaxHitPoints 1000 setze ObjectTemplate.material 45 das material ist bei beiden objekten ja gleich kann die fabrick immer noch ca. 5x mehr ab als die türme was hab ich übersehen? pazi Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...