Re: How is HE kill figured?
Also note that the game code uses its own peculiar internal logic to determine the explosion graphic depending on warhead size and HE kill (and maybe weapon class too). Also possibly range - like range 1 it may think it is an aircraft bomb for example, and do something different than if the range had been say 20.
I noticed that when the old OOB team decided to make "national" hand grenades for individual WW2 nations rather than the generic hand grenade it had been before. Some hand grenades made a small cluster bomb type explosion graphic instead of the expected one and that turned out to be from changed WH and/or HE kill values used by the team. I think that one is fixed now, but if weirdness happens on using hand grenades - let us know.
Same goes for the default sound used, if you leave it at zero, but that is easily fixed with the sound byte. But first testing may e.g. have a Gatling gun sound or other unexpected sound for firing since the block of code for the default" sound used if not overridden thought that particular combination of variables should use it.
The bottom line is - if you do weapon changes then take it out on a test range scenario and check that it performs as expected, and if like me you play with sound off in the main so you dont wake the house up, turn it on while on the test range.
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