Terms used in scripts explained.

Discussion in 'Feedback' started by Sgt.Security, Jun 17, 2016.

  1. Sgt.Security

    Sgt.Security Member

    Messages:
    3,122
    Likes Received:
    131
    Trophy Points:
    0
    Disclaimer : I did NOT decide any of the definition and/or the formula, I am just explaining them to you.

    I would like a moderator to pin this thread.

    There are too many values so I am skipping those straightforward ones.

    Infantry weapons:

    Damage : Initial damage, this is the damage dealt at 0 distance. (physically impossible)
    Bullets : How many bullets are being fired with one shot. (1 for non-shotgun)
    CycleTime : How much time is required between each shot.

    Falloff & FalloffBase form a formula : Actual damage = Initial Damage*(falloffbase^(distance/falloff))
    For example :
    falloff=2000 falloffbase=0.85 damage=42
    Falloff.png
    It's very close to linear, but not linear.

    MinimalDamage : The lowest possible damage after falloff calculation.

    Damage *** Modifier : When you hit ***, damage gets multiplied by this.
    ( *** = Head/Chest/Stomach/Left Arm/Right Arm/Left Leg/Right Leg)

    clip_size : Number of bullets contained in a magazine.

    AccuracyUpgradeModifier : Weapon spread is multiplied by this, if you have accuracy upgrade.

    As for below, ***=Jumping/Standing/Ducking/Proning
    ***Spread : When you are not moving, this is your weapon spread.

    ***SpreadModifier : When you are moving at full speed, this is your weapon spread.

    ***SpreadMax : Absolute maximum that your spread can go.

    ***SpreadIncrement : For each shot, your spread is increased by this amount.

    ***SpreadDecrement : For every second not fired, your spread is decreased by this amount.

    Ironsight***Spread : When you are using ironsight, your weapon spread is multiplied by this.

    Vehicle armor:
    If there's multiple damage reductions, they are multiplicative.
    For example: Suppose we have 10% damage reduction by Speed To Damage Modifier and 15% by Angle Modifier
    Final Damage = Initial damage * (100-10)% * (100-15)% = Initial damage * 76.5%

    Regeneration : Armor regenerates with this rate (Unit : Plate/Second)

    Angle Modifier : It's rather complicated, but basically it's cosine.
    0 degree = 0 damage reduction, 45 degree = 50% damage reduction, capped at 50%, that means 46~90 degree = 50% damage reduction.
    That damage reduction is then multiplied by Angle Modifier.
    For example, 0.5 Angle Modifier at 45 degree = 50%*0.5=25% damage reduction.

    Speed To Damage Modifier : If this is positive, projectile would deal EXTRA damage to the armor according to the speed. Composite/Absorbant use negative value.
    For example : 3000 projectile speed, -0.00005 Speed To Damage Modifier = 15% less damage.

    Damage Modifier : Simply multiplies the damage by this value, I personally don't use this variable at all.

    Damage To Heat Absorbed : Received damage is transformed into heat absorbed.
    200 damage * 0.06 Damage To Heat Absorbed = 12 heat absorbed.

    Bioweapon Damage Modifier : Bio damage multiplier.

    Vehicle engine :

    Heat Output At Max : When the engine is running at 100% output (note : not 100% speed), engine generates this amount of heat.

    Heat Output At Idle : When the player is in the driver seat, but the vehicle is idle, engine generates this amount of heat.

    Stall On Armor Damage : Stall the engine when this amount of damage to armor is received

    Stall On Health Damage: Stall the engine when this amount of damage to hull health is received

    Heat Capacity : How much heat can the engine contain. (100 for most engines)

    Heat Dissipation : How much heat can the engine dissipate per second.
     
    Last edited: Jun 17, 2016
  2. Ranger

    Ranger Member

    Messages:
    706
    Likes Received:
    67
    Trophy Points:
    0
    Wow I thought damage was the same until the bullet reached a certain distance "falloff".
     
  3. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    is it different for no player?
     
  4. Sgt.Security

    Sgt.Security Member

    Messages:
    3,122
    Likes Received:
    131
    Trophy Points:
    0
    I think so.

    My experience kinda tells me that vehicle cools faster when there's no driver.
    I intentionally left the vehicle for quite a few times just to make it cool faster.
    It's also how I dealt with that broken fission.(or advanced coolant)

    Also script description said so.

    But not gonna lie, I didn't actually test that.
     
  5. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    i never even considered it. thx for clearing that up :D
     
  6. Ranger

    Ranger Member

    Messages:
    706
    Likes Received:
    67
    Trophy Points:
    0
    Does this same formula apply for Vehicle MGs as well?

    If yes, from what I'm seeing in the scripts DUMG like most MGs is affected by this. It needs to be considered when balancing. Not implying there's something wrong with the weapon, but simply I've never seen falloff being a factor in discussions about DUMG and HEMG. I've only seen accuracy as a similar factor that affects damage at different distances.

    1000, 2000, 3000 etc shown in the picture are distance units, right?
     
  7. Sgt.Security

    Sgt.Security Member

    Messages:
    3,122
    Likes Received:
    131
    Trophy Points:
    0
    I did consider falloff when it comes to anti-vehicle MG.
     
    Ranger likes this.

Share This Page