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Problem with the Damage variable(I think)

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    Problem with the Damage variable(I think)

    Which classes/variables is it that calculate the damage a projectile does?
    I've beens stucked with this problem... My projectile have a damage value of 20 and the fire-class fires 10 projectiles. If all projectiles hit an enemy then he should die, right? (20 damage times 10 projectiles equals 200 damage), but I can shoot hit like forever untill he dies.

    WHY, GOD WHY!?

    #2
    Some things to keep in mind when you test damage.

    How much health does the victim have (have they picked up any health packs)
    Do they have any shield active
    The difficulty setting of the game
    Is health regeneration active
    Are there any .ini settings over riding any health settings (for custom monsters and things like that)

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      #3
      I'm not sure the reason, I assumed that the health display doesn't directly represent the actual numerical hp, but when I used the damage function to directly cause a target damage while testing a "trap" before, I found that the target actually took exactly half the damage specified...

      Are you also certain that every projectile hit the target?

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        #4
        Keep in mind that by using HurtRadius(), your projectile will do less damage if the center of the "explosion" is not within the hit actor's collision radius.

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          #5
          Could "VehicleDamagScale" in the DamageType-class have anything with this to do? Because my damage class have only 0.100000 in that variable.

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            #6
            That scaling is only applied when damaging vehicles. Note, however, that damage is an int value. So e.g. 9 damage with 0.1 scaling factor results in 0.

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              #7
              I see... |= /

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                #8
                That shouldn't actually be affecting your damage though since you're not using this weapon on someone in a vehicle (I assume), so all I can suggest is try using your weapon on a target standing still, make sure every projectile hits the target, and see if that does the expected amount of damage. It might be that not every projectile's actually making contact, and as Wormbo said, HurtRadius() may also be giving you problems.

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