Mraah
Posts: 1085
Joined: 2/20/2008 Status: offline
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Headshot, There's another formula in the weapons xml next to the recoil value ... =RC[-1]/2 ... I don't know if it's for the recoil or for the dispersion chance. As far as a percentage chance to hit ... I don't believe there is a one time formula for that (I haven't seen one yet either). It's more of a combine group of values that make the bullet exit the gun and proceed to a random destination within the confines of the dispersion cone. Theorically, you could determine a percentage chance but (IMO), it's nothing that could be displayed but more of just sitting down and firing off 100 rounds at the wall and determine how many of the rounds fell within a certain radius. As in real life, when you aim and fire a weapon you have only 2 odds at hitting the target .... 100% or 0% ... Of course, you can say that at such-and-such a distance you can get all the rounds within a 6" target, but that's what the dispersion value does. In other words, to hit a man-size torso with a diameter of 18" you would have to figure out the radians at different ranges and select the right radian value to hit within 18" inches of your aim point. As you can see, a man's head maybe 9" across which means that perhaps 50% of the time you will miss the head but hit the torso. Ok, now about damage and ctrical hits ... Look at the following XML's ; body_parts, bones, bonesbox. The body_parts tell you what bones are included for that particular body name ... ie head = bip01 head and neck. The boneboxes give you values that might be related to how big the hit box is ... or perhaps how far from the "bone" or joint the box extends. As far as damage or critical hits go .... Perhaps the damage is based on how far from the bone you landed the shot, ie if you clip the models ear you get 2 pts damage being the furthest away from the bone/joint. A square hit in the bone's location will do max damage and cause a critical hit. Anyway, it appears they're using 3D models to represent damage so there isn't a formula like in JA or JA2 .... those games use flat rate table damage with odds .... HG seems to use actual model location damage to determine a value ... ie hit boxes and bones/joint locations. Hope that helps, Rob
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< Message edited by Mraah -- 1/7/2009 3:36:01 AM >
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