AKK 0 Posted February 14, 2005 Hey all I am working on some targets and need some info. What constitutes the "inderect hit". I am aware of what sets this from in the cpp. And am not looking to change any hit vallues. OR config any weapons. But with this target the rings are damn near right on top of each other. So what is the actual distance of the inderectHit. Target Pic IE: does "indirectHitRange=0.1;" like below constitute 0.1meter?(which dosent make sense to me) hmmmm maybe I should evaluate the dammage value? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class BulletSingle : Default { hit=9;indirectHit=2;indirectHitRange=0.1; Ok then, the above and...what dammage value does the inderect hit (which I know is dammage) actually have. Considering all vehicles have a getDammage value of 0-1. Assuming that "inderecthit=2 and hit=9" how does that translate to getdammage == 1.?? this may b a retarded Q but hey never know if ya don't ask! Any answers would be great. and yes I looked in the commented cpp's even "Shoo Kid Ya Bother Me" Share this post Link to post Share on other sites
BraTTy 0 Posted February 15, 2005 Yes the indirect hitrange is meters .So .1 is a 10th of a meter. I believe it can go down to .0001 The indirect damage for your example is 2. The damage caused directly and indirectly subtracts from the objects total armor range and some things that slightly change the values We can pretty much tell what part gets hit,can render some parts inoperable (tank turret I know).But the damage will still show overall using the getdammage and setdammage scripting The getdammage and setdammage routines are using 1 as 100% A object with .5 damage is half spent Share this post Link to post Share on other sites
AKK 0 Posted February 15, 2005 Thanks Man that clears it up. Although I was hoping this was not the case no sweat though. Just another scripting chalenge Thanks again. Share this post Link to post Share on other sites