|
PR:BF2 Community Modding Making or wanting help making your own asset? Check in here |
![]() |
|
Thread Tools | Display Modes |
![]() |
#11 |
![]() Join Date: Dec 2006
Posts: 112
Location: Glorious Country of Molvania
|
![]()
I asked this elsewhere, but perhaps you would know. Is it possible to make weapon damage a pseudorandom value from a range? The simplest example, a .30cal battle rifle dealing say 70-90 base (unarmored, 0 distance), but an intermediate caliber assault rifle dealing 60-80?
|
![]() |
![]() |
![]() |
#12 |
![]() Join Date: Oct 2012
Posts: 1,277
![]() |
![]()
Not that I know of. The distance dropoff kinda represents that, but its not what you ask for.
While we are on the topic, I have overlooked placed explosives, now C4s and such stuff will also kill in close proximity. |
|
|
![]() |
![]() |
![]() |
#13 |
![]() Join Date: Mar 2016
Posts: 47
![]() |
![]()
All bullets should be a 1 shot injure tbh, because it's realistic that way.
|
![]() |
![]() |
![]() |
#14 |
![]() Join Date: Oct 2012
Posts: 1,277
![]() |
![]()
But, they are. Unarmored torso shot will send you to black and white. Except pistols, they are 50% the damage so you need 2-3 shots, which you will anyway since you are CQB and the enemy has momentum. It would be really stupic if you could immediately stop him with 1 bullet.
|
|
|
![]() |
![]() |
![]() |
#15 |
![]() Join Date: Feb 2017
Posts: 88
![]() |
![]()
Awesome work. Works so well in onelife.
|
![]() |
![]() |
![]() |
Tags |
arnoldio, damage, infantry, model, onelife, weapons |
Thread Tools | |
Display Modes | |
|
|