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}
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}
cfgAmmo:
IndirectHitRange = 4;
IndirectHit = 6;
cfgVehicles:
explosiveShelding = 1;
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.
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