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Grenade/explosive damage fading - Printable Version +- AssaultCube Reloaded Forums (https://acrf.victorz.ca) +-- Forum: Gameplay (https://acrf.victorz.ca/forum-3.html) +--- Forum: Suggestions (https://acrf.victorz.ca/forum-11.html) +--- Thread: Grenade/explosive damage fading (/thread-12.html) |
RE: Grenade/explosive damage fading - ruler501 - 2013-05-16 Too me that seems a little backwards. Why not use endrange for what it seems to imply is that it should be where we cut off while fade amount could be used as some kind of speed setup(I'm not sure as none of the equations so far use it) RE: Grenade/explosive damage fading - Victor - 2013-06-20 It seems a bit backwards, but it's explained like this: endrange = range + startrange fade amount = reduction in damage endrange is used to describe "range", which is the fading factor fade amount is left to describe the cut-off On second thought, I'll use your method. Instead of cutting off by damage, we can use distance. I need you to fix the values (RPG and grenade) now. endrange = cutoff distance rangeminus = fading factor Also, I wonder why we need to have damage in the denominator as well. RE: Grenade/explosive damage fading - ruler501 - 2013-06-20 what do you mean by fading factor for rangeminus? We know it goes down to 1 so there is no ability to vary it. Do you mean the speed at which it goes to 1? The formulas above and the ones currently in the source cut off at endrange(where it does exactly 1 damage), but does not use rangeminus. If you want it changed do you have an idea of an equation that would use rangeminus? EDIT: damage-1 is in the denominator so that at endrange the damage is equal to 1. It was the only way I can think of to ensure that. RE: Grenade/explosive damage fading - Victor - 2013-06-21 I see... it's a reciprocal curve that goes from damage to 1. I'll make the adjustments. range: start of falling damage (0) endrange: when the damage is 1 and ends rangeminus: old range (for classic) |