=Robin-Hood=
A stranger in the dark
+213|7262|Belgium

Ok,

This is a rather technical question, as the title indicates, concerning the code of BF2. There is some inconsistency concerning the damage modifier for armour and limbs.

In Common_server.zip you'll find:

materialManagerDefine.con

Code:

Material.active 23
Material.name "Human_bodyarmour"
Material.type 4

Material.active 24
Material.name "Human_body"
Material.type 4

Material.active 77
Material.name "Human_limbs"
Material.type 4

Material.active 38
Material.name "Bullet_small_arms"
Material.type 2
So Material 23 is the body with armour vest and 77 are limbs. So the damage modifier for this material for the bullets of small arms (material 38) gives you

materialManagerSettings.con

Code:

MaterialManager.createCell 38 23
MaterialManager.damageMod 0.66
MaterialManager.setEffectTemplate 0 e_bhit_s_sold_bodyarmor
MaterialManager.setSoundTemplate 0 S_Impact_Kevlar_Vest

MaterialManager.createCell 38 24
MaterialManager.damageMod 1
MaterialManager.setEffectTemplate 0 e_bhit_s_sold_limb
MaterialManager.setSoundTemplate 0 S_Impact_Flesh

MaterialManager.createCell 38 77
MaterialManager.damageMod 0.7
MaterialManager.setEffectTemplate 0 e_bhit_s_sold_bodyarmor
MaterialManager.setSoundTemplate 0 S_Impact_Flesh
0.66 for armour and 0.7 for limbs...

But the question; Impact 38 on 24 (normal body) uses the effect e_bhit_s_sold_limb, while impact 38 on 77 (limb) uses the effect e_bhit_s_sold_bodyarmor.
What's that all about? Can anyone confirm following the damage modifier:

bullet - bodyarmour 0.66
bullet - body 1
bullet - limbs 0.7

And if so, how is the EffectTemplate corrected?

As I said, quite technical, but hey if you want the numbers to be correct, you'll have to start from the correct assumptions.

Cheers,
R
NM156
The H4xor Mod
+161|7289|North Texas

=Robin-Hood= wrote:

But the question; Impact 38 on 24 (normal body) uses the effect e_bhit_s_sold_limb, while impact 38 on 77 (limb) uses the effect e_bhit_s_sold_bodyarmor.
What's that all about?
That stuff is just the visual effects for those locations. Things like dust puffs, blood puffs, sparks from armor, etc.
=Robin-Hood=
A stranger in the dark
+213|7262|Belgium

NM156 wrote:

=Robin-Hood= wrote:

But the question; Impact 38 on 24 (normal body) uses the effect e_bhit_s_sold_limb, while impact 38 on 77 (limb) uses the effect e_bhit_s_sold_bodyarmor.
What's that all about?
That stuff is just the visual effects for those locations. Things like dust puffs, blood puffs, sparks from armor, etc.
Okay, but ain't it strange that bullet hits limb uses e_bhit_s_sold_bodyarmor and bullet hits body uses e_bhit_s_sold_limb. So are my assumption concerning the damage modifiers correct or is DICE playing hide and seek in there code?

R
NM156
The H4xor Mod
+161|7289|North Texas
Yeah looking at the code, that does look strange.

I don't know enough about the models to give a definitive answer to the damage modifiers. There's too much data spread out, and I don't want to give you bad info. I'm hoping there's a forum member that knows more about this stuff.
jdrou
Wiki Contributor
+2|7126

=Robin-Hood= wrote:

NM156 wrote:

=Robin-Hood= wrote:

But the question; Impact 38 on 24 (normal body) uses the effect e_bhit_s_sold_limb, while impact 38 on 77 (limb) uses the effect e_bhit_s_sold_bodyarmor.
What's that all about?
That stuff is just the visual effects for those locations. Things like dust puffs, blood puffs, sparks from armor, etc.
Okay, but ain't it strange that bullet hits limb uses e_bhit_s_sold_bodyarmor and bullet hits body uses e_bhit_s_sold_limb. So are my assumption concerning the damage modifiers correct or is DICE playing hide and seek in there code?

R
Pretty sure the numbers are solid but you could certainly try changing those effects and see if it looks any different/better.  They do seem to have the correct sound effects at least (S_Impact_Flesh).

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