![]() The kinetic part is attenuated based on projectile speed, while explosive part is not. This factor tells what part of the damage is caused by the explosion, and what part by the kinetic energy. TimeToLive=3 // how long does the fired object live before annihilating (can be used for maximum range definition) unless overridden, the ammo in annihilated if it does not hit anything soonĮxplosive=0 // float factor ranging from 0 to 1. Using real world acceleration and speed of the bullet from balistic tables. ![]() IndirectHitRange=7 // range in meters at that range the indirectHit is 100% and lineary degrades to 4x distance.Ĭaliber = 1 // 1 equals penetration of = 7.62 bullet, if the bulelt should travel through pentration material 2x the distance set 2.ĪirFriction = -0.0005 // modifies speed degradation, the biger negative value, the more it slows down. IndirectHit=18 // HIT for object that was found in range (and was not hit directly), modified by distance (0 HIT is at 4x range) and simple occlusion with other objects. This works for small arms fire, not that well for SABOT rounds or High explosive artilery shells.įirst using of this equation was in ČSLA 2.2 for OFP. For ArmA we used as helpįMJ bullet energy hit = sqrt(weight/2)*speed/5 Hit=20 // damage done on impact at typical speed, modified by actual speed depending on explosion coef. TypicalSpeed=900 // speed at 100% hit (m/s) Model= \ca\Weapons\granat // shell model in case simulation=shotShell ![]() ![]() Model=\ca\Weapons\Data\bullettracer\tracer_green //tracer model for bullets ![]()
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