Title: Inverse-square Blast Radii? Post by: Mr. Lothario on May 11, 2003, 12:17:09 pm I'd like to modify the various grenades so that they have a more realistic blast pattern. For instance, the 40mm grenade launched by the M203 has an 8-meter blast radius in GR, within which it apparently has a 100% kill rate. In real life, the 40mm grenade has a kill radius of 5 meters, and a wound radius of 15 meters. I tried changing the BlastRadius to 15 meters, hoping that perhaps the inverse-square falloff of the blast would be taken into effect automatically, but I only managed to create a grenade that has a 100% kill rate within 15 meters instead of 8. (http://dynamic.gamespy.com/~damnr6/yabbse/YaBBImages/so.gif)
I have not been able to find any information or tutorials regarding the CombatCoefficient values in the .prj files. As a result, I don't know what to change to create a grenade that has a discrete kill radius and a larger wound radius, or indeed, if that is even possible within the GR engine. If anyone could explain the implications of the various CombatCoefficient values and/or point me to a tutorial on the same, I would be grateful. Or, if I'm barking up the wrong tree and there's some other way to acheive my desired end, I'd like to be pointed in the right direction. Thanks. Title: Re:Inverse-square Blast Radii? Post by: Cobra6 on May 20, 2003, 11:13:05 pm I ran into the same problem with the IDF mod. I wanted to make a Rifle Launched Entry Munition (RLEM) that would take off a door but not kill anyone inside. I goofed around with the blast radius stuff and I created a very realistic blast for the RLEM, unfortunately it would not take out a door. In some instances in this game compromise is key when modding. All I can say is, experiment around and see what looks good in the game.
Title: Re:Inverse-square Blast Radii? Post by: Suicide_Commando on May 21, 2003, 12:19:25 am [OT]
Great to see you around Cobra. ;D [/OT] Title: Re:Inverse-square Blast Radii? Post by: Mr. Lothario on May 21, 2003, 12:11:15 pm Thanks for the reply, Cobra. I can't really experiment with the blast radius since I don't understand a thing about the data that goes into it. For instance, what does the CombatCoefficient stuff do? That's what I need help on; understanding how GR is interpreting the data.
Title: Re:Inverse-square Blast Radii? Post by: Suicide_Commando on May 21, 2003, 08:23:57 pm This editorial on weapons might be of some pertinence. I know it doesn't include anything on explosives but you might wanna mail Para as I'm sure he probably has a good handle on the basics of those as well.
http://www.ghostrecon.net/html/weapons-01.htm Title: Re:Inverse-square Blast Radii? Post by: Whisper_44 on May 21, 2003, 08:27:19 pm I remember reading that Para had actually lost a lot of his stuff in a PC related item. But he would for sure be the one to talk to.
Title: Re:Inverse-square Blast Radii? Post by: Mr. Lothario on May 26, 2003, 02:34:04 am Hm, good idea. Thanks for the advice.
Title: Re:Inverse-square Blast Radii? Post by: X69RZX on June 14, 2003, 10:44:56 am I have done a few modifications of blast radius for frags/rockets. For instance, I created a gun that shoots cigarette shaped projectiles from an AK47. In order to get a kill you need a head shot. I can give you my file and you can take a look at what I did if you like. It was a while ago and to be quite honest, I have no idea what I did to achieve those results. ;D The blast radius and damage amount can all be adjusted, I've found that the only thing that I couldn't figure out how to adjust was the smoke.
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