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Old 2017-11-03, 00:11   #11
Fracsid

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Default Re: Arnoldio's One-Life Infantry Weapons Damage Model

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?
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Old 2017-11-03, 01:09   #12
Heavy Death

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Default Re: Arnoldio's One-Life Infantry Weapons Damage Model

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.

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Old 2017-11-03, 03:35   #13
Deadmanfoot

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Default Re: Arnoldio's One-Life Infantry Weapons Damage Model

All bullets should be a 1 shot injure tbh, because it's realistic that way.
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Old 2017-11-03, 08:20   #14
Heavy Death

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Default Re: Arnoldio's One-Life Infantry Weapons Damage Model

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.

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Old 2017-11-06, 21:48   #15
mebel
Default Re: Arnoldio's One-Life Infantry Weapons Damage Model

Awesome work. Works so well in onelife.
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