Author Topic: Projectile Damage Limit - (RESOLVED)  (Read 2281 times)

Whenever I try changing the damage of a projectile like this one to 1350 it only deals 100 damage to anything.
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AddDamageType("Seeker_APSES_MK_VI",   '<bitmap:add-ons/Weapon_Seeker_APSES_MK_VI/CI_Seeker_APSES_MK_VI> %1',    '%2 <bitmap:add-ons/Weapon_Seeker_APSES_MK_VI/CI_Seeker_APSES_MK_VI> %1',0.2,1);
datablock ProjectileData(Seeker_APSES_MK_VIProjectile)
{
   projectileShapeName = "./EXO-Bullet.dts";
   directDamage        = 1350; <<< somehow it's dealing only 100 damage in-game....
   directDamageType    = $DamageType::Seeker_APSES_MK_VI;
   radiusDamageType    = $DamageType::Seeker_APSES_MK_VI;

   brickExplosionRadius = 2;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 1;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse        = 25;
   verticalImpulse     = 0;
   explosion           = Seeker_APSES_MK_VIExplosion;

   muzzleVelocity      = 200;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "0.5 0.5 0";

   uiName = "Exo-Heated Bullet";
};
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And it only deals the exact damage with radius damage which I don't like since it's unrealistic for 1 small bullet to have explosion radius when it's not packed with any explosives.
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datablock ExplosionData(Seeker_APSES_MK_VIIIExplosion)
{
   //explosionShape = "";
   soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = Seeker_APSES_MK_VIIIExplosion Emitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = Seeker_APSES_MK_VIIIExplosion RingEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";

   damageRadius = 6;
   radiusDamage = 1359; <<< actually deals that damage in game. It's radius damage which is kinda unrealistic for me.

   impulseRadius = 1;
   impulseForce = 4000;
};
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Is it me? or is something just wrong that I don't know on how to fix it?
« Last Edit: December 22, 2014, 09:12:02 AM by TheHellSpy »

datablock ProjectileData(Seeker_APSES_MK_VIProjectile)
{
...
   directDamageType    = $DamageType::Seeker_APSES_MK_VI;
   radiusDamageType    = $DamageType::Seeker_APSES_MK_VI;
...
}

Have you tried getting rid of these lines?

Also a personal preference: Shorten the names of your datablocks.  For instance I narrowed Long-Arm Concussive Rifle to LACR.  If you feel that someone might share a same name, you can vary it, like LongArmCR or LongArmConcRifle.  It's going to make referencing script easier, and will in a minute way keep the file size down.

Thanks for help Thorfin25 and SWAT One. The issue is fixed so otherwise I be locking this thread.