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Editing Damage Values

Posted: Thu Nov 18, 2004 1:21 am
by GnaM
Ok, I have a couple questions on damage values, in relation to making custom weapons.

1) Since Halo's health and shields is shown in a bar graph rather than a number, it's hard to tell what the numbers of the damage values really translate to in-game. What's the minimum amount of damage required to make a one-shot-kill? (to someone who just spawned, assuming the game type doesn't provide extra health or shields) How much to just take off shields and leave health, and how much to take off shields and half health? A few bench marks like these would really help for scaling damage when customizing weapons.

2) What do the lower boundary and 2 upper boundary values determine? My initial assumption was that the projectile would just do a random amount of damage between the minimum and max, but having 3 numbers doesn't make a lot of sense. Is the lower boundary the normal damage, and the 2 upper boundaries the headshot damage?

If someone who knows a fair amount about damage in Halo could enlighten me, I'd apreciate it very much.

Posted: Thu Nov 18, 2004 3:09 am
by maze
one word experience.

or just go by the pistol 3 shots to the head = death..pistol power=25
figure it out 8)

Posted: Thu Nov 18, 2004 12:31 pm
by conquer2090
yeh but isnt the shots to the head alot more powerfull there

i would assume maximum damage means head shot or how close to the head u shoot... minium depending on how fare away from the head u hit them then damage im really not shure though the thing with my theory the pistol has all the same damage numbers.... i mean when u shoot some one in the head 3 times with pistol they die but if u do same sum where else they dont... or i dont think they do

then the needler which is a wierd kinda weapon i think lol theres impact damage (damage done as needles stick to them). then theres detonation which id assume is one needle exploding. Then theres Explosion which im gonna take a guess is the damage accounts for when u get a ton of needles on some one when they make a huge explosion i wonder what the required number to make one of them happen is anyway lol ima test that in a sec.

then the other thing i dont get is how do rockets kill u when they just miss u the rocket exhuast doesnt have a damage tag.

then cyborg melee which is when u hit sum one in back then the other melee damages are done by weapon melees. Almost all of them are the same EVEN including the rocket luancher melee same as the assualt ritfle might be a lil slower tho. The diff ones are oddballs flags and for some reason the flame thrower that things strong enugh i hate that thing lol.

then what im gonna say would deplete a shield instantly when shields are full would be making the 3 damage numbers 70 thats what the plasma pistol is when charged tho they called it plasma ritfle charged bolt its the plasma pistol

sniper bullet says 101 for damge so providing u dont get a head shot with it it should take shields and health down to about 1/4 health left mayb 1/3

ill test this in a sec

Re: Editing Damage Values

Posted: Thu Nov 18, 2004 3:29 pm
by Edwin
GnaM wrote: 2) What do the lower boundary and 2 upper boundary values determine? My initial assumption was that the projectile would just do a random amount of damage between the minimum and max, but having 3 numbers doesn't make a lot of sense. Is the lower boundary the normal damage, and the 2 upper boundaries the headshot damage?
ok, i think it works like this:

Rocket launcher explosion has these damage values:

minumun damage: 80
Maximum damage (min): 300
Maximum damage (max): 300

it also has these range values:

Min range: 0.5
Max range: 2

This means that if the rocket hits between 0.5 and 2 units from an entity, 300 to 80 damage will be dealt to said entity. If the rocket hit is closer than 0.5 units, a random damage between 300 and 300 will be dealt.

as for your first question, that's a bit trickier. Damage dealt to a target depends on several variables:

1. the type of damage being dealt (rocket, pistol/ar bullet, melee, plasma, etc)

2. The target being shot
3. The location of the hit realative to the target
4. (assuming a direct hit) the part of body hit by the projectile
5. the targets state of motion

For example, one pistol shot to a Hunter's back will kill it instantly, regardless of how much health the Hunter has or how much damage the bullet actually does, it is scripted that way. However shooting the hunter in the chest with the same pistol will do almost no damage to it, or if i shoot a grunt in the back, head, or chest, he will probabably live (on any level above normal). A rocket impacting an occupied vehicle will (in SP) blow the vehicle up. But a bullet rigged to do the same damage as a rocket, will have almost no effect. Also, if a vehicle is moving rapidy, explosive tend to have a different effect on it. For example, if you are driving a hog very rapidly away from me, and i shoot yu with a rocket, the hock will flip and your shield will go out, but nothing more. If you are sitting still in the hog, and i fire a rocket at the same location, you will most-likely die, regardless of your current health or armour status. there is no real way to control exactly how much damage a weapon does, the only exception to this is if you want to kill shields but do no other damage, simply turn damage off, and turn on the 'EMP' effect.

that answer your questions?

Posted: Thu Nov 18, 2004 4:13 pm
by maze
i could never type all that ;p

Posted: Thu Nov 18, 2004 5:04 pm
by GnaM
Thanks for the info, but I'm just talking multiplayer here, so the damage rules should be the same for everyone. I think what I really need is the info for an average chest shot from a weapon, and then how much damage is multiplied for a headshot. I know damage for shots from behind are multiplied even more, but practcally speaking, most targets will be facing you. While obviously there is a difference with plasma weapons' shield damage, presumeably, a pistol bullet designated to deal 300 damage is going to kill in one shot just like the rocket launcher. So all I really need to know is how much "overkill" is in the rocket's 300 damage. If a hit deals 150, 200, or 250 damage, will it still kill in one hit, or will it leave the target with some health left over? Once I know the minimum one-hit kill range of a projectile's base damage, then I can scale things accordingly; a projectile designed to "half kill" a player be designated to a number value half that of a one shot kill; and for weaker damage, things can be fractionalized accordingly.

Long story short, if anyone knows exactly how many frontal chest or headshots it takes to kill a player for any weapon, please just list the facts here. For example, if it takes 8 chest shots to kill with the pistol, then the player clearly can only take 200 damage before dieing.

Posted: Thu Nov 18, 2004 8:08 pm
by Edwin
gimmie a min to set up a dud-chief mod so i can find out for you.

EDIT: posting results now.

RESULTS:

Results are listed as follows: weapon:chest shots|head shots|back shots

ar:24|31|11
pistol:5|3|5
shot:1|1|1
SR:2|1|2
RL:1|1|1
Plas. Pistol:15|15|15
Plas rifle:15|9|15
Fuel rod:2|n/a|2
Plas Overcharge:3|3|3

I know i missed nades, they are to hard to get area-specefic and a direct hit kills anyway.

Shotgun was tested at point-blank range to garuntee a constant numbe of shots hit

Fuel-rod gun was not accurate enough for a headshot.


hope this helps

Posted: Fri Nov 19, 2004 12:44 am
by GnaM
Wow, thanks a lot for the data. It's difficult to say for sure, but right now it looks like 125-150 is the magic number. I was messing around with rocket damage values for my custom RL and suiciding to see how much damage I could take. The problem is the damage diminishes a little bit even shooting the wall point blank from splash damage, unless you up the blast radius to be really wide. I found that 150-160 damage usually left me with 1 bar of health left, and 175 offered a sure kill, but of course this all has to do with splash diminishment.

It makes sense that certain weapons, like the assault rifle, made no difference when you did headshots. According to the Halo CE tags, the option to cause extra headshot damage is left out for AR bullets. The most dependable data seems to be the pistol, which sticks to the current theory of 125-150 for a kill.

BTW, how did you get a dummy player? Most games let you log on with 2 different instances of the game if you use a dedicated server, but I didn't know if Halo would do that, so I didn't try.

Posted: Fri Nov 19, 2004 3:04 pm
by Edwin
GnaM wrote: BTW, how did you get a dummy player? Most games let you log on with 2 different instances of the game if you use a dedicated server, but I didn't know if Halo would do that, so I didn't try.
i meta-swapped the Frag-nade for the Cyoborg_mp biped