Random damage mutator needed badly...

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NTKB

Banned
Aug 25, 2001
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Im getting sick and tired of set damage. Someone please code a mutator (should be simple) that does the normal damage to an extra 100%. So if a bullet did 50 damage it would havea chance of doing 50-100 damage. I read Tiffys post (who is leaving INF cause of this kind of BS) and I am reiterating my request for this mutator. If I had the spare time to devote to coding it I would, but I dont think it would be uber difficult to do for someone who has coding knowledge. Thanks...
 

mat69

just fooling around
Dec 9, 2001
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I read his post too, I don't second his opinion on our community though because I think he is generalising too much but I think such a mutator should be created.
If I remember correctly we were told that the Assault guns won't be weaker if the enemy is carring vests, but this is not true now. No I am not a fan of vests, I use them but I would be one of the first voting for removing them. It's true "as real as it gets" is less as I experienced on RAV2 servers and that does not mean that I had less fun on them, it's the other way round. (Vietnam total darkness being prone with your weapon seeing or better thinking that you saw someone ... :) )
Another thing I really hate is hiting someone who's prone I often shoot at them and hit them but they survive (I know UT is outdated).

So please create such a mutator to make INF-life less safe but more interesting and thrilling.
 

geogob

Koohii o nomimasu ka?
Yes I also agree with the idea... I haven't read tiffys post (it seems that I was on another planet for the last few days)... but still I agree. Fixed damage ratings are not very good.

And if anyone gets on the idea of doing this mutator, it would be interesting to see if it's possible to add a probability weight function using the time bettween the spawn and the impact of the bullet (thus the distance). That's just another idea, but it would improve the system greatly imo.
 

Olethros

Functional alcoholic
Well, that took all of 10 minutes...

Done. Use the mutate commands (or the .ini file) to set the fractional damage added (fAddFactor) and/or subtracted (fSubFactor) for each hit.

I.e. if fAddFactor is 0.25, the damage incurred will vary from 100% to 125%. Conversely, if fSubFactor is 0.25, the damage will vary from 75% to 100%. And if (as is default) both values are 0.25, damage will vary between 75% and 125%.

For the effect mentioned in the first post here, fAddFactor should be 1.0 and fSubFactor 0.0. This should vary damage between 100% and 200%.

The OlethrosHP mutator is just some old mutie I made long ago to test other damage stuff I was working on at the time. It simply reports how much damage you inflict after all damage mutators have done their business. You can use it to see how changing fAddFactor and fSubFactor affects gameplay.
 

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NTKB

Banned
Aug 25, 2001
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New Jersey, U.S.A.
YAYYYYYY!! OLETHROS I WOULD HAVE YOUR BABY IF I HAD A COOCHY!!! OMG ! POMG OMG !! :D JOOOY! CAPS !!!11111~~~

ok just thoguht of something... Does this effect armor? For instance, if you were wearing a level 3 armor and got shot in chest with M9, it usually only does 1 damage. With 200% damage on randomly could you do 2 damage? Just curious.. Or could you code it so armor automatically negates the mutator?
 
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OpFor

Feeling suicide, thats O.K.
Apr 26, 2001
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Err? How is random damage conefire? The damage is only semi random, and is about the most realistic you can currently get with this engine. Conefire is just plain...****ty :p
 

keihaswarrior

New Member
Jan 7, 2003
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Conefire:
A random gameplay element introduced to make players shoot with the same accuracy that a real life soldier would.

Random Damage:
A random gameplay element introduced to make wounds more in-line with what bullets do in real life.

.... they are both just random quick and easy things to make it seem more realistic. Same thing, different form.

Edited: for Hadmar ;)
 
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Hadmar

Queen Bitch of the Universe
Jan 29, 2001
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That dosn't fly with me.
What else is random? The directions shrapnell goes? Shotgun spread? Which spawn point you spawn in? Just becouse there's a random factor dosn't make it all the same. If you mean they all fit in the box labeled "quick and easy way to make it apear more real" (exept spawning), then I agree.
 

jayhova

Don't hate me because I'm pretty
Feb 19, 2002
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Which is more unrealistic? Random damage or fixed damage? I would like to see a mutator that reflects the chances of someone being incapacitated in a single shot. The hit point system is IMHO totally bogus. IRL it is possible to have several wounds and not be heavly affected or be hit by that one bullet that kills you. Hit location simply can't be accuratly modeled in INF. All we can hope to do is make dying a semi-random event not an easily predictable one.
 
Apr 11, 2002
796
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Dallas, TX
www.google.com
Random damage is good, and about the only way to realistically model damage caused by a bullet, untill physics engines become for more imense than they are in any game currently in development. Random damage != conefire, KW.
 

Olethros

Functional alcoholic
Beta 2 is up for grabs

Got a new version ready. Now the damage should be more equally spread out between the min and max values. There's also a verbose mode that reports damage fluctuations and gathers some statistics. As before, 'mutate help' will show you how to use the new stuff.

To answer some of your questions:
  • This mutator does not take armor into account. I don't know exactly where INF calculates this, but the final damage amount is influenced both by armor and this mutator's random factor. So if a shot from an M9 deals 1 damage point, randomDamage will only add a maximum of 1 extra point if fAddFactor is 1.0 (100%).
  • There is no need to include it in the ServerPackages= statements. It is server-side only.
  • @sir_edmond: As previously stated, setting fSubFactor to 0.5 will make the damage fluctuate as low as 50%.
  • @NTKB: I don't swing that way.
 

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