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?