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Thread: Damage formulas, hit calculation

  1. #1
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    Damage formulas, hit calculation

    Short story: we need server-side calculations of damage, hit detection.

    Data we have:

    - Used weapon, default damage output
    - Position and angles of actors

    We need:

    - Formula / math to detect a hit (and corresponding body part)
    - Formula to calculate damage, taking chances of critical hit / limb dismembering into account

    Things to consider:

    - Size of player (adult / child), size of creatures
    - Individual weapon properties, individual creature properties
    - Projectile properties (i.e. calculating the impact position of a Fat Man nuke)
    - AOE damage
    - and probably more
    Last edited by foxtacles; 07-20-2013 at 07:26 PM.

  2. #2
    This is a difficult task.
    You also have to take account of creature type and current animation, and so we need to reverse creature meshes and animations.

  3. #3
    I'm no expert but for damage, you would have to use rays and categorize body model vertices.


    I just come here to view whether there has been any progress or not, and review the wonderful progress that Recycler and the development team has made.
    My sincere thanks goes to them and to others who value my contributions the community, not to mention the ones that solely contribute.

  4. #4
    dmg=WeaponDamage-(WeaponDamage*DamageResistance\100)+/-20%

  5. #5
    About the Damage Calculation, I guess the game uses the same S.P.E.C.I.A.L Game rules as Fallout 2 before.
    I found the formular for Fallout 2 here: https://falloutmods.wikia.com/wiki/Fa...e_calculations


  6. #6
    I researched damage formula for bullet:
    Code :
    pure_dmg = ((skill + 100) / 2)*(base_dmg / 100)
    damage = (pure_dmg - (pure_dmg * DamageResist / 100)) * scale
    damage_inhead = damage * 2
    Scale is size of attacker.
    P.S. This works well for bullet (pistols, miniguns, SMG, etc) and NPC (I think that is true for creatures).

    UPDATE. This true for all weapons except melee and explosive weapons(grenades, missle launchers, Fat Man, all who created explosion).
    Last edited by Koncord; 07-10-2014 at 04:53 PM.
    From Russia with love.

  7. #7
    Code :
    HP = (endurance * 20) + 90 + (level * 10)

    Don't forget perks.
    From Russia with love.

  8. #8
    I think that we should to detect hit with the client, it will facilitate the work. I already have some information how to do it.
    From Russia with love.

  9. #9
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    That would be nice. If we could detect hits/impacts and their locations in the client, we could pass that information to the server which could do damage calculation then.
    Last edited by foxtacles; 08-29-2014 at 10:58 PM.

  10. #10
    Is this project still in effect? and if so when the hell is it going to come out, i mean from what i can tell the project has been goin for a while

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