CfgAmmo Config Reference – Talk

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:And what about the formula used to calculate total hit? (''"Total damage = Hit damage - Indirect damage"'') Is it correct? Should not it be ''Total damage = Hit damage '''+''' Indirect damage''???
:And what about the formula used to calculate total hit? (''"Total damage = Hit damage - Indirect damage"'') Is it correct? Should not it be ''Total damage = Hit damage '''+''' Indirect damage''???
:Yes, indeed, it is not MINUS but plus. Setting 2 identical Values (15+15) does NOT negate the damage, it acts like the damage is doubled (30).


==visibleFireTime==
==visibleFireTime==

Revision as of 07:49, 27 March 2012

Is it on purpose that the example to indirectHit is the same for indirectHitRange? --Serclaes 12:20, 7 January 2007 (CET)

No, that was a small glitch. But I can't make sure everything is correct here, because I did it all myself and cannot guarantee that there are more of those erros inside. Feel free to fix it, that's the purpose of a wiki :) --TeRp 17:08, 7 January 2007 (CET)
I'm just asking, because it looked strange but my knowledge of configs doesnt go far enough to be sure you made a mistake. ;) --Serclaes 17:54, 7 January 2007 (CET)


And what about the formula used to calculate total hit? ("Total damage = Hit damage - Indirect damage") Is it correct? Should not it be Total damage = Hit damage + Indirect damage???
Yes, indeed, it is not MINUS but plus. Setting 2 identical Values (15+15) does NOT negate the damage, it acts like the damage is doubled (30).

visibleFireTime

"Description: How long is one shot assumed to be noticeable by the AI. Values under 5 should be avoided, as AI can performs is cycles with 5s of no testing in between." Is it true about 5 sec ? But why then almost all stadart small arms got values under 5s ? ;)--Bdfy

min/MaxRange...

I dont wanna wildly add something, but my experience is as follows:

Values are in (m) for XXXRange and in float (0.0 - 1.0) for XXXRangeprobab.

Changing values to 1.0 determines the AI uses the according firing mode 100% over said distance.

Example: class Single : Mode_SemiAuto { minRange = 0; minRangeProbab = 1; midRange = 400; midRangeProbab = 1; maxRange = 800; maxRangeProbab = 1; };

class Burst : Mode_Burst { minRange = 0; minRangeProbab = 0; midRange = 400; midRangeProbab = 0; maxRange = 800; maxRangeProbab = 0; };

would make the AI ALWAYS use Single-fire up to a range of 800, but it will never use "Burst mode" on any distance, no matter what.

USING very high values for Range and 1.0 or 1 for probab will, for example, make a AH1z fire its M197 at airplanes, even if they are far beyond visible range.DamonDaemon 22:54, 9 February 2012 (CET)