Well i have been testing for awhile now and it seems like it is only head/body dependant. For example the head dmg will be 130 from 0 to 100 units away and 128 dmg from 101 to 200 units and so on. But the body (chest/stomach/legs/arms) is different. But is there an equation of somekind to calculate the exact damage depending on distance or do i have to make that on my own?
On Fri, 24 Sep 2004 20:00:49 -0400, Imperio59 <[EMAIL PROTECTED]> wrote: > [EMAIL PROTECTED] wrote: > > >Send hlcoders mailing list submissions to > > [EMAIL PROTECTED] > > > >To subscribe or unsubscribe via the World Wide Web, visit > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >or, via email, send a message with subject or body 'help' to > > [EMAIL PROTECTED] > > > >You can reach the person managing the list at > > [EMAIL PROTECTED] > > > >When replying, please edit your Subject line so it is more specific > >than "Re: Contents of hlcoders digest..." > > > > > >Today's Topics: > > > > 1. CS Damage system (Freecode) > > > >--__--__-- > > > >Message: 1 > >Date: Fri, 24 Sep 2004 01:35:40 -0400 > >From: Freecode <[EMAIL PROTECTED]> > >To: [EMAIL PROTECTED] > >Subject: [hlcoders] CS Damage system > >Reply-To: [EMAIL PROTECTED] > > > >He i was wondering how the damage is done depending on the distnace > >between attacker and victim in CS. Maybe some calculations or info on > >this will be helpfull. > > > > > > > >--__--__-- > > > >_______________________________________________ > >To unsubscribe, edit your list preferences, or view the list archives, please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > >End of hlcoders Digest > > > > > > > I suppose it's based on the Length2D of a vector... You could just make > a vector between the 2 players and print the Length2D values in console > to get a rough idea of what the numerical values are, then divide the > Length2D by a value of your choosing and tweak it to balance things out... > > But i'm not 100% sure CS bullets do less damage depending on the > distance between the 2 players, although i'm sure they do ballistics > calculations (such as bullets go through thin enough walls of certain > types or materials, etc) > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders