Bullet Penetration in Day of Defeat: Source: Difference between revisions
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==Setup== | ==Setup== | ||
The way I set this test up was to create a map with 80 walls, each 1 unit bigger then the last. I then went through and found out which exact wall size stopped a bullet from the variable gun. If you want a copy of my test map, [http://www.prodod.net/ | The way I set this test up was to create a map with 80 walls, each 1 unit bigger then the last. I then went through and found out which exact wall size stopped a bullet from the variable gun. If you want a copy of my test map, [http://www.prodod.net/downloads/BulletDev.vmf download here]. To run the tests yourself, download that map, add whatever player_start entity you need and run the map. When you shoot the glass, if you bullet goes through then that means its wallable. To change the material for the glass, '''do not replace the glass texture'''! A much much eaiser way is to goto surfaceproperties.txt and change the glass's material to whatever you want. The character's are listed below. | ||
==Results== | ==Results== |
Revision as of 12:31, 4 March 2006
Just like Bullet Penetration in Counter-Strike:Source, this article aims to answer all the questions map makers might have about bullet penetration in Day of Defeat:Source.
Setup
The way I set this test up was to create a map with 80 walls, each 1 unit bigger then the last. I then went through and found out which exact wall size stopped a bullet from the variable gun. If you want a copy of my test map, download here. To run the tests yourself, download that map, add whatever player_start entity you need and run the map. When you shoot the glass, if you bullet goes through then that means its wallable. To change the material for the glass, do not replace the glass texture! A much much eaiser way is to goto surfaceproperties.txt and change the glass's material to whatever you want. The character's are listed below.