Reduce B17 and artillery damage

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Scoop M
Posts: 73
Joined: Wed Oct 31, 2012 2:49 am

Reduce B17 and artillery damage

Post by Scoop M »

SSM

Vanilla BF1942

I'd like to reduce the damage, bombs and shells from the B17 and artillery do.

Preferably only against infantry, but if that's too complicated or can't be done, then against all targets.

Yes, I've read the tutorials, yes, I've searched and read loads of old posts, but it's hard to test values and codes for this.
Last edited by Scoop M on Fri Feb 22, 2013 11:37 pm, edited 2 times in total.
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Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: Reduce B17 and artillery damage

Post by Swaffy »

This was already answered.
... or not.

http://bfmods.com/viewtopic.php?f=6&t=1597
Last edited by Swaffy on Sat Feb 23, 2013 8:54 am, edited 1 time in total.
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freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Reduce B17 and artillery damage

Post by freddy »

soldiers dies by the splash damage so you could shrink the bombs radius a bit
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Reduce B17 and artillery damage

Post by freddy »

or game.rfa/Bf1942/Game/damage_system/Big_bombs.con

Code: Select all

rem *
rem * ***** B17 explosion SPLASH DAMAGE*****
rem *
rem * *************************************************
rem *		Infantry target
rem * *************************************************
MaterialManager.attGroup 203
MaterialManager.setCell 40 7   <-- - 7=damage multiplicator 
MaterialManager.setCell 41 2 
MaterialManager.setCell 42 2 
Scoop M
Posts: 73
Joined: Wed Oct 31, 2012 2:49 am

Re: Reduce B17 and artillery damage

Post by Scoop M »

So, let's say I'd like all artillery and the B17 to only do roughly 50 % of normal damage against infantry.

Will halving all the values for splash / direct damage do the trick ? :

(wespe example)

Code: Select all

rem *
rem * ***** Wespe gun explosion SPLASH DAMAGE*****
rem *

rem * *************************************************
rem *		Infantry target
rem * *************************************************
MaterialManager.attGroup 201
MaterialManager.setCell 40 20                  <----------  reduce to 10
MaterialManager.setCell 41 20                  <----------  reduce to 10        
MaterialManager.setCell 42 20                  <----------  reduce to 10

Code: Select all

rem ***************************************************
rem * ***** Wespe gun explosion - DIRECT DAMAGE *****
rem ***************************************************

rem * *************************************************
rem *		Infantry target
rem * *************************************************
MaterialManager.attGroup 241
MaterialManager.defGroup 40
MaterialManager.damageMod 20                  <----------  reduce to 10                  
MaterialManager.setEffectTemplate BombSmallNS_Expl

MaterialManager.attGroup 241
MaterialManager.defGroup 41
MaterialManager.damageMod 20                  <----------  reduce to 10
MaterialManager.setEffectTemplate BombSmallNS_Expl

MaterialManager.attGroup 241
MaterialManager.defGroup 42
MaterialManager.damageMod 20                  <----------  reduce to 10
MaterialManager.setEffectTemplate BombSmallNS_Expl
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Reduce B17 and artillery damage

Post by freddy »

lets have a look in game.rfa/Bf1942/Game/materialManagerdefine.con

Code: Select all

MaterialManager.material 201
MaterialManager.materialAttGroup 201
MaterialManager.materialDefGroup 201
MaterialManager.materialDamage 10
so if i remember right it does 10 damage and then multiply that with the 20 in

Code: Select all

MaterialManager.attGroup 201
MaterialManager.setCell 40 20  
MaterialManager.setCell 41 20 
MaterialManager.setCell 42 20  
thats 200 damage and thats for each piece of head, torso and legs i guess so if im right thats a total of 600. then i think there was some formel that regulates how much damage is made related to how near the centrum of the exlosion the object is (cant swear on this, just think i saw something about it somewhere)

so if soldiers have HitPoints 30 then i guess you have to go down a lot in the damage multiplier to get the results you want
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