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IndirectHitRange — damage in epicenter/50% IndirectHit
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Description

Distance = 4m = ~00% Damage ≈ 0.0
Distance = 3m = 25% Damage = 1.5
Distance = 2m = 50% Damage = 3.0

!	Distance = 1m =  75% Damage = 3.0 *not Damage = 4.5
!	Distance = 0m = 100% Damage = 3.0 *not Damage = 6.0 {F27349}

Details

Legacy ID
1581984782
Severity
None
Resolution
Open
Reproducibility
Always
Category
Explosives
Steps To Reproduce
Additional Information

cfgAmmo:
IndirectHitRange = 4;
IndirectHit = 6;

cfgVehicles:
explosiveShelding = 1;

Event Timeline

prefer edited Steps To Reproduce. (Show Details)Nov 5 2015, 10:11 PM
prefer edited Additional Information. (Show Details)
prefer set Category to Explosives.
prefer set Reproducibility to Always.
prefer set Severity to None.
prefer set Resolution to Open.
prefer set Legacy ID to 1581984782.May 8 2016, 1:03 PM

Seriously i read the ticket and i watched the video. So how am i supposed to understand what your ticket is about. Pls write some text so people understand what you mean.

prefer added a subscriber: prefer.May 8 2016, 1:03 PM
prefer added a comment.Nov 6 2015, 5:01 AM

In the interval from the epicenter to half the radius of the damage below the indirectHit.
Damage from the explosion, the aim of the same damage from the explosion 1.5-2 meters - this is a problem.
Linear recession damage begins the second half of the radius indirectHitRange - order here.

Sorry for google translate.

Damage at distance:
At now: 0.1m = 1.0m = 2.0m > 4m; Damage at distance more 4m == 0
Needed: 0.1m > 1.0m > 2.0m > 4m; Damage at distance more 4m == 0