If there are any issues such as ugly code tell me. There are some problems left in when using an inverted curve. When a weapon is fired from maximum range it should do ~100% damage. Instead it was doing only ~77%. No idea why...
Last edited by rattle on 29 Mar 2007, 11:12, edited 2 times in total.
Joined: 01 Jun 2006, 12:15 Location: Banned user for reason “Do not post pictures of people fucking cars”
It's not a big deal to change that, however as I pointed out the damages array direclty affects everything which is related to damage (size of scars, size of muzzle flares, etc.). I am working with the original values, this is why I added a backup array.
Does anyone else think that this is bad idea?
edit: Hmm it seems that this doesn't work with beam lasers. :(
Damn, I totally missed this before - dynDamageMin might (would be for me, anyway) be better off as an integer value rather than a %... Simpler to calculate a % of the original damage as an integer than to calculate an integer as a % of the original, well, not exactly, but its juist nicer, to me, anyway. </rambling>
That's why i was suggesting what i was suggesting before, hadn't read it closely enough.
edit: also, could you upload the latest .patch for me to look over?
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