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Full Version: Grenade/explosive damage fading
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Looking at them closer and the 2x becomes a real problem because they drop off extremely quickly. The killing range would be about 1/3 of what it is now.
The "range" can be increased to balance it. Then you can check if the "falling" is reasonable.
It kills at 3-4% of the range(approximately) so with a 15 meter range it will kill at <1 we need a range of nearly 70 meters to maintain the current range of ~2.5m kill
(2013-05-09, 07:32 PM)ruler501 Wrote: [ -> ]I do like the curve with that more. I modified them to make sure they drop below one at range.
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Instead of "rlin: max/((max-1)*x+1)", try "rlin: max/(x+1)" (x is distance/range).

At the maximum range, half the damage is dealt (quarter for the square, eighth for cubic, etc.) and it continues to infinity. Use the code to set the cutoff when the damage falls below 1.
I thought that range should be when it stops doing damage(drops below 1)
If not what should we be using as range?
Well, reciprocal fading means the the damage will continue to infinity, but just wear off quickly. After the damage falls below a threshold, it does not need to be applied to the player any more.

For linear and "regular" fading, range is when it fully loses the specified damage. For reciprocal fading, I would use the "damage subtract" setting as the damage cutoff and "range" as a guideline for its fading speed.
I think it would make more sense for range to be the spot where it ends(plus it simplifies the code a lot). Either way though we have the same problem.
For reciprocal functions, it never ends. We just set a cut-off point.
The cutoff point is when it drops below one right?
I have been using that and setting the equations to have that point be at endrange.
The cut-off point is adjustable because we can re-use the variables

"Normal" fading:
Start range
End range
Fade amount

Reciprocal fading:
Start range
End range -> "fading factor"
Fade amount -> cutoff point
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