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-Gews-

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Everything posted by -Gews-

  1. -Gews-

    Blood damage

    You've all seen the blood damage values propagated online. M4A1, 3555 blood. AKM, 4500 blood. Lee-Enfield, 6722 blood. But where did these come from? Who originally posted them? And how did that person find them out? By calculation? Or by testing them in-game? The formula seen online is "raw damage squared times 55.55"... but does that actually correspond to in-game blood damage, or is it just an estimate? I had no idea to be honest, I just trusted it was correct. Once I started looking more at ArmA damage, it got more complicated, and suddenly I really wanted to find out, so I looked at the code and got utterly confused... I think I've finally muddled through. I'm fairly confident I've solved my problem. :D Let's look at the logs for a point-blank Lee-Enfield torso shot. T=7.68 : [R 1-1-A:1,"",1.24218,R 1-1-A:2 (Gews),"B_303_Ball"] T=7.68 : [R 1-1-A:1,"head_hit",0.50623,R 1-1-A:2 (Gews),"B_303_Ball"] T=7.68 : [R 1-1-A:1,"body",2.19291,R 1-1-A:2 (Gews),"B_303_Ball"] T=7.68 : [R 1-1-A:1,"hands",1.98289,R 1-1-A:2 (Gews),"B_303_Ball"] T=7.68 : [R 1-1-A:1,"legs",0.0349212,R 1-1-A:2 (Gews),"B_303_Ball"] Hmmm. I'm not good with code, but I think fn_damageHandler.sqf says that gunshot damage is multiplied by 1000. Headshot damage seems to be multiplied by 1500. So, going though, the total raw damage is 5.9591312. Now, I was unsure of whether to calculate the head damage separately, or to add it to the body damage and ALSO calculate it separately. The numbers are closer when I add it and also calculate, so... Body damage x 1000 = 5,959.1312 Head damage x 1500 = 759.345 Total = 6,718 That's very close to the "published" number of 6,722! :D Me so happy. Damage seems to vary by small amounts due to all the variables involved - it's rarely (if ever) the exact same. Here's a couple more damage values I found when testing (all point-blank torso shots): M16A2: 3,394 3,473 3,304 AKM: 4,074 4,003 4,026 4,213 AS50: 174,859 179,829 180,227 DMR 8,023 8,636 8,137 As you can see, it would appear some of the published damages are off by a fair amount, and the damages also will vary quite a bit no matter what you do. This is also useful to see how shooting different body parts affects the total damage... point-blank Lee-Enfield headshot? Say hello to over 17,000 damage, say bye bye to your head. Shot in the leg with a DMR? You'll live, it's only about half the damage.
  2. I don't like it. It's not a true donation if you're getting something in return, in some cases it's blatantly pay-to-win.
  3. -Gews-

    Elevation and bullet trajectory

    DayZ of course has gravity, so there will be some difference... will you ever have to take it into consideration? Not really.
  4. Mmm, the problem I have with.50 cals is that they aren't really common and they certainly aren't practical for the typical survivor situation, so it annoys me to see them. Would you have a problem with .50 cals being replaced with other rifles that can still one-shot people out to the same ranges?
  5. -Gews-

    Hitman tips!

    What server's that?
  6. -Gews-

    Blood damage

    Ehhh, careful here... don't want to be spreading misinformation. Translating the AKM's "hit = 9" to a value in blood is complicated... it might take away an exact amount of "blood", it depends what the blood monitor is checking. Note this from the Lee: T=7.68 : [R 1-1-A:1,"",1.24218,R 1-1-A:2 (Gews),"B_303_Ball"] That 1.24218 number is the total "structural" damage done, if it passes 0.9, the unit dies. But the unit can also die even if that number is well below 0.9... The head is a separate and more fragile "piece", and if the head passes 0.9 damage, the unit dies, even if the total damage is low. The body (torso, neck, etc) is also another piece and the same applies. Damage to the feet and hands themselves won't kill the unit, but every time anything is damaged, the raw damage before "modifiers" goes into the total "structural" damage, so shooting the feet several times will add up in the structural section and kill the unit. But as you can see, there are many other damages being done than the basic "structural" damage... so although it might be a good way to rank the weapon's power compared to others, it *might* not translate to actual damage. And actual damage to various pieces might not translate to blood damage, if blood only counts the structural damage. And then there's the problem of this: r_player_blood = r_player_blood - (_damage * _scale) Scale *appears *to be 1000 for PvP damage and 1500 for headshots. R_player_blood is just "12000". So, plug the basic "structural" damage of 1.24218 into that and we get: damage = 12000 - (1.24218*1000).... Which of course doesn't equal anywhere near the Lee-Enfield's supposed 6722 damage! Also note that in DayZ, players have a lot more health, and I haven't looked into how that actually works... they appear to have the same actual "hitpoints"... as far as I've checked... so there must be an event handler which intervenes and tones down all the damage. Maybe. Also, note this was tested in ArmA, not DayZ... but it seems to be showing me very close values to what the blood values in DayZ are, and that's also very confusing... Anyways, that's what bothered me - the "raw damage" didn't work when plugged into that equation, and I didn't know exactly what "_damage" meant - so I got the idea of adding up every individual bit of damage and it *appears* to work, all the numbers are quite close, if not exact... this may not be the best way of actually rating weapons, I don't know. I also don't know exactly what the debug monitor is checking when it counts people's blood. It's annoyingly complicated. So.... yeah, that's my disclaimer. :|
  7. 'It's not going to be about advanced weaponry. The only advanced weapons that are going to be in are the ones with attachments'. - Rocket Seriously though... why is removing weapons a bad thing, as long as they're replaced with something equivalent? The weapons list right now is a hot mess, it makes little sense. Remove the M240 and give us a PKM, remove the DMR and give us SVDs, remove the *gasp* Lee-Enfield and give us a Mosin-Nagant.
  8. -Gews-

    Blood damage

    Heh that's my edit right there... might have to re-edit it now. :| Oh well, much closer than the old "4500" anyways. Winchester point-blank, 3 shots: 8,241 8,085 8,479 Average: 8,268 (old, 8,909) Winchester ~50 meters, 3 shots: 6,142 6,728 6,977 Average: 6,616 (old, 6,894) Winchester ~100 meters, 3 shots: 5,957 5,313 6,005 Average: 5,758 (old, 5,261) Anecdotal evidence has long shown the Winchester has had a mysterious power...
  9. It's not so much complaining as suggestions for improvement. As for the guns, it's not realistic to have this random hodge-podge of Western weapons. DMRs are more common than SVDs, wtf! I would ideally like to see less high-tech Western military gear, and more AKs, hunting rifles, old 1970s Soviet equipment and other guns that fit the setting. I think they would need some tweaking to be a bit more powerful, too... I like shooting people too, it's the best part of the game for me. I just want it to feel more like a zombie apocalypse and less like an issue of Combat Arms. This would be nice.
  10. -Gews-

    Headshots should be instant death

    Here are some of my rpt logs... confusing. Here's a Makarov headshot: T=11.504 : [R 1-1-A:1,"",0.15039,R 1-1-A:2 (Gews),"B_9x18_Ball"] T=11.504 : [R 1-1-A:1,"head_hit",1.01629,R 1-1-A:2 (Gews),"B_9x18_Ball"] T=11.504 : [R 1-1-A:1,"body",0.0126607,R 1-1-A:2 (Gews),"B_9x18_Ball"] T=11.504 : [R 1-1-A:1,"hands",0.0248584,R 1-1-A:2 (Gews),"B_9x18_Ball"] As you can see the head has been completely destroyed. Here's an Enfield headshot: T=10.509 : [R 1-1-A:1,"",1.24458,R 1-1-A:2 (Gews),"B_303_Ball"] T=10.509 : [R 1-1-A:1,"head_hit",6.10792,R 1-1-A:2 (Gews),"B_303_Ball"] T=10.509 : [R 1-1-A:1,"body",0.30848,R 1-1-A:2 (Gews),"B_303_Ball"] T=10.509 : [R 1-1-A:1,"hands",0.568435,R 1-1-A:2 (Gews),"B_303_Ball"] T=10.509 : [R 1-1-A:1,"legs",0.0105262,R 1-1-A:2 (Gews),"B_303_Ball"] Ya, no surviving that.
  11. -Gews-

    Headshots should be instant death

    Hmmm well I looked into this a bit more. Apparently the DayZ soldier has "3" armor (hitpoints), "2" armorStructural, and "0.6" armor for his head. So... the head should have "1.8" armor (hitpoints)... and his body should have "3" armor. I believe if the "head" is killed, the player dies (much like how vehicles explode if the engine is destroyed). So... by the formula ((h/4.0235)^2)/(A*a), shooting someone in the face with a 1911 would do.... 0.86 damage to the head plus 0.26 overall... and a Makarov would do 0.55 damage plus 0.16 overall... a Lee-Enfield would do 4.15 damage plus 1.25 overall... Obviously the above seems to be incorrect somehow, Makarovs kill fine with headshots in ArmA... Anyways zombies have a head armor of "0.3", so that means a Makarov would (according to this) do 1.32 damage + 0.20 damage (instant death). Just musing here, I still don't understand damage properly. Also note DayZ itself seems to make headshots more damaging. So if a certain body shot took away 2000 blood... a headshot with the weapon would take away 3000? Large question mark...
  12. -Gews-

    Tranquilizer Guns

    Would people really be carrying around tranquilizer guns to "keep their humanity up"? I don't think so, they'd just shoot you dead with their normal rifles if you posed a threat to life and limb. Nah, can't say I want to see tranquilizer guns.
  13. -Gews-

    DayZ Screenshots!

    Found it on a dead AI guard on Skalisty Island while playing on Bluedot's Hive. :P
  14. -Gews-

    AKM vs SA58 series

    Next, "Lee-Enfield vs Winchester".
  15. -Gews-

    Earning Persistent Gear in SA

    Goodgoodgoodgoodgood. :beans:
  16. -Gews-

    Earning Persistent Gear in SA

    My character is at 10 days and he hasn't even done much of anything at all :P I don't like the idea of persistent gear of any kind. I don't mind some kind of visual indicator, like a manly beard sprouting (heh, purpose for razors there) or dirty ragged clothes, but nothing remaining upon death, tyvm.
  17. -Gews-

    DayZ Screenshots!

    Here's the glory of my M16A4 (server spawn).
  18. I don't speak German, but I can if you like. Ow! Sorry, couldn't resist :P
  19. -Gews-

    Ability to Access Gear While Unconscious

    Yes, this would be nice. Being knocked out should include not knowing what's happening to you... the inability to access gear doesn't make sense either.
  20. -Gews-

    Sniper rifle comparison

    Sure... if there are sufficient differences, that is. Haven't thoroughly checked.
  21. -Gews-

    Fed up

    Meh, did anyone really expect anything else when you dump a bunch of gamers into Chernarus and then flood the map with 50 different types of handguns, rifles and machine guns?
  22. -Gews-

    Some nooby questions (sorry)

    http://store.steampowered.com/sub/4638/ You can also download the mod from Steam, but I can't speak to how that works. Otherwise you can just install DayZ Commander and it will install DayZ for you as well as being useful for keeping track of servers. http://www.dayzcommander.com/
  23. -Gews-

    Model 1887 with flip-cock animations.

    Screw the jacket, gimme the voice.
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