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Lt.

Elitist bastard
Aug 11, 2004
286
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Lib and gal-z raise a good question about the edged weapons, we already have a seriously deadly combat knife, what other possible modern HTH weapons are planned?

A collapsible baton is more police/counter-terror, but I suppose some soldiers carry machetes or an entrenching tool to build a fighting position, stuff like that could be used as a weapon.

maybe a handmade throwing axe/knife like in that film The Hunted is planned?
I dont know how realistic a throwing knife would be, but it could be interesting.
 

ant75

aaaaaaaaaaaaaaaaa
Jan 11, 2001
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Paris
Maybe totally unrelated to what you're working on crowze, but since your mutie is gonna affect several weapons i might ask here : would there be a way to turn down the sound of nade pins falling on the ground ? This has been driving me nuts for some time, it's almost as loud as a suppressed weapon...
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
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Aachen, Germany
infiltration.sentrystudios.net
just a quick note to the damage scaling on distance...
we had a discussion here on these forums some time ago about this stuff and came to the conclusion that on standard fighting distances in INF the damage scale would not change for the projectiles at all. But if you guys still want to change that.... all you need is one or two lines within the projectile classes, nothing more. No need to change the weapons themselves, you can use a spawn notify for example to exchange the projectiles on the fly (just one possible way of doing this).

Nice list of weapons btw :tup:
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
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Aachen, Germany
infiltration.sentrystudios.net
gal-z said:
Accoring to www.ammo-oracle.com, the 5.56 damage drops drastically when it goes over 50-200m, depending on barrel length and ammo type.
Direct link to the 'chapter' please... all I found is the fragmentation tables but nothing about a damage drop after 50 meters.
And for Fackler you will find a bunch of pro an con arguments in the net tho.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
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Thanks ben, but this table is about bullet drop, speed and energy. Still nothing that says that the damage drops drastically after 50 meters. And the range of 50-200m is a 'bit' far so to speak too.
When someone finds the section gal-z was refering to, plz post, thx.
 

Crowze

Bird Brain
Feb 6, 2002
3,556
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Cambridgeshire, UK
www.dan-roberts.co.uk
Same, the figures on that website do seem a little low. However, how would this affect different ammo types, a lot of which I assume don't travel at such a speed? Air resistance has a much greater effect on for example shotgun pellets since they have a lower mass to surface area ratio, so the distances encountered in inf would in fact change the wounding effects.
 

-Freshmeat

Eternally noob
Dec 4, 2003
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You got a point. However, it would be possible to get velocities on the different types of ammo, and thus energy and momentum. According to Yurch the velocity is already calculated to do air resistance, so we only need a table with weight of the projectile to have the numbers. The problem is how to relate those statistics to dead people in a realistic manner.

An approach would be assigning the limit at 80J the damage value of 100. I would then guess a logaritmic relation between damage and energy, as the human body reacts to stimuli in a roughly logaritmic fashion in other cases (i.e. sound and temperature difference), so why not here? Further, a check for fragmentation might be worked in, that is if the bullet enters at a certain velocity or higher, there is a chance of causing a lot more damage. I used a similar system in an RPG ages ago, and it worked fairly well, exept that 9mmP and .45 ACP ends up with almost the same damage. This might be somewhat CPU-intensive, but it only needs to be calculated for the very few rounds that will hit a target before it is incapacitated.

-Freshmeat (Would like it if somebody hacked this together as a mutator, but has no idea of the amount of work required)
 

yurch

Swinging the clue-by-four
May 21, 2001
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80J isn't much at all. While that much energy transferred to the correct area can incapacitate, I certainly wouldn't expect just any old impact doing 80J of energy transfer to kill.

If you don't want to be recalculating all the damage values, I'd suggest something along the lines of damage = oldDamage * (current Velocity/starting velocity)^2 * (1 + some unspecified percentage increase to compensate for the lowered overall damage).

That is, if you want just a linear relationship to the relative drop in energy from the bullet flight, and still keep the general inf damage scale.

If you're feeling controversial, you can increase that last percentage enough to give the 5.56 weapons enough added damage to kill in one hit out to a certain velocity. THAT would give people reason to bitch about the reused starting velocities of the individual 5.56 weapons. ;)
 

keihaswarrior

New Member
Jan 7, 2003
1,376
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As long as the 5.56 rounds only killed in one hit on certain parts of the INF player model, then it would be great. I'd just rather not see one hit kills to the foot, hand, etc.

Anyway, I think this is all something for Real Targets ;) @ Geo
 

gal-z

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May 20, 2003
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The thing is the damage isn't directly linked to the energy. Generally more energy will do more damage, but sometimes more energy will overpenetrate, and sometimes the difference is just insignificant compared to other ammo/hit area/whatever.
 

Vega-don

arreté pour detention de tomate prohibée
Mar 17, 2003
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hey crowsie , for your ehanced weapons patch i have a few requests

in regular ut theire is the bersek mode or something like this with weapon transparency.
you could code a client side semi transparency option in aimed mode for the few sights of the weapons that need it (famas , g36).(with activate attachement key ) the client could choose.
this wouldnt be a cheat because a semi transparent sight for those guns wouldn't be superior as the normal sight of the other guns. this should balance those weapons who are unbalanced.
 

Crowze

Bird Brain
Feb 6, 2002
3,556
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Please tell me how to get this beserk mode, since I've never found it myself. At a guess it involves reskinning all the weapons, which is not something I'm prepared to do, however I'm working on a different solution to the problem. It won't make it into the first release though.