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damage is messed up


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vittu
SuperHero Moderator
Karma: Good
Location: L.A. County, CA
Old 11-03-2009 , 14:11   Re: damage is messed up
Reply With Quote #21

Quote:
Originally Posted by Jelle View Post
What I have found out is, if you hit someone in the head, with or without helmet, you would die instantly. If the gun you hit with is a m4. If you hit with TMP, then you wont with or without helmet.
I have never experienced that the hits are reduced because of armor.
I'm not going to explain this as I doubt you tested with any kind of readouts of AP before and after damage and damage before and after AP is factored.

Quote:
Originally Posted by Jelle View Post
No. I am thinking that if you do 80% damage reduction, you will take 2 damage out of a 10 damage hit. But by making it 50%, is that all over the body, or do you make it independent of where you hit?
Well I dunno why would want to reduce damage even more by setting it to 90% as you said in the other post, that doesn't make sense to me.
Nade damage has no specific hit point so I'm going by that, going by hit place is not done easily especially since every hero would need to be recoded to tell the core its hitplace.


Quote:
Originally Posted by Jelle View Post
when talking about sdk, what is that? The HL engine, the hlds server?
Also. If armor goes down by 5 each 1 damage you get, then why do you never end on 0 armor before you die?
If you die by a m4 shot in the head, doing around 120 damage, you end with like 75 armor. That is only 25 armor witch is lost.
SDK for HL - hlsdk
That was a guess I as I said, after which I tested and it seems each AP is worth 0.5 point of damage (which is odd). By your example you are doing 240 damage, the helmet reduces damage to 120 and armor decreases by 60.
I'm done trying to explain this to you, it feels like I have to keep defending myself when you are not even testing properly (sorry).
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Jelle
Senior Member
Karma: Neutral
Location: Denmark
Old 11-03-2009 , 14:27   Re: damage is messed up
Reply With Quote #22

Quote:
Originally Posted by vittu View Post
I'm not going to explain this as I doubt you tested with any kind of readouts of AP before and after damage and damage before and after AP is factored.
I did not test it with any readouts no. But I might be able to find something on google for this matter.

Quote:
Originally Posted by vittu View Post
Well I dunno why would want to reduce damage even more by setting it to 90% as you said in the other post, that doesn't make sense to me.
Nade damage has no specific hit point so I'm going by that, going by hit place is not done easily especially since every hero would need to be recoded to tell the core its hitplace.
Okay, I got that, however, just to make it clear, what I meant was, set it to when you hit someone with 10 damage, do 9 damage 10% damage reduction. But that is actually your decision, and I am pretty sure that you make a define to change it, so this doesn't really matter.

Quote:
Originally Posted by vittu View Post
SDK for HL - hlsdk
That was a guess I as I said, after which I tested and it seems each AP is worth 0.5 point of damage (which is odd). By your example you are doing 240 damage, the helmet reduces damage to 120 and armor decreases by 60.
I'm done trying to explain this to you, it feels like I have to keep defending myself when you are not even testing properly (sorry).
Thank you for the links. I will take a look at that.
What I have written was never intended as an attack on you. My intentions is to learn more about it. I am hungry for information's in this area, don't ask me why.
Anyway, if you feel I take too much of your time, just ignore this.
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