Bullet Penetration in Day of Defeat: Source: Difference between revisions
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These values represent the thickness of the wall that stops the bullet. On an intersting side note, when I got to a wall that would stop my bullet, I could still make bullet holes on the breakable surface I put right behind it. Meaning, if you were shooting at someone partly through a wall and you saw blood on them, theres a chance you did no damage whatsoever, because you were shooting through a wall that is exactly the same size of the penetration limit for your gun. | |||
As you can see from the data, most objects have very little penetration to them. Even wood, which should be atleast half as penetrable as glass. | As you can see from the data, most objects have very little penetration to them. Even wood, which should be atleast half as penetrable as glass. |
Revision as of 21:27, 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.
Results
Glass (Y) | Wood (W) | Metal (M) | Concrete ([C] default) | Flesh (F) | |
Mp40 | 23 | 6 | 3 | 6 | 32 |
Thompson | 22 | 6 | 3 | 6 | 29 |
Mp44 | 27 | 8 | 4 | 8 | 40 |
Bar | 46 | 13 | 7 | 13 | 67 |
K98 | 80+ | 23 | 11 | 23 | 80 |
Garand | 55 | 15 | 8 | 15 | 73 |
K98 Scoped | 80 | 30 | 15 | 30 | 80 |
Springfield | 80 | 30 | 15 | 30 | 80 |
Mg42 | 71 | 20 | 10 | 20 | 80 |
30cal | 71 | 20 | 10 | 20 | 80 |
C96 | 22 | 6 | 3 | 6 | 29 |
Carbine | 21 | 6 | 3 | 6 | 29 |
These values represent the thickness of the wall that stops the bullet. On an intersting side note, when I got to a wall that would stop my bullet, I could still make bullet holes on the breakable surface I put right behind it. Meaning, if you were shooting at someone partly through a wall and you saw blood on them, theres a chance you did no damage whatsoever, because you were shooting through a wall that is exactly the same size of the penetration limit for your gun.
As you can see from the data, most objects have very little penetration to them. Even wood, which should be atleast half as penetrable as glass.
Dependance on outside files
The penetration values for certain materials can be changed. In the weapon files there is a property called 'Penetration,' this does absolutly nothing. In the surfaceproperties, the only way to change a material's penetration value is to change the material type. Just as it was said in Bullet Penetration in Counter-Strike:Source. Density only seems to change the type of bullet hole you draw when you shoot.
If you are a mod maker and you want to change weapon penetration without changing the material type, the only way to get this done is to modify the day of defeat:source dll with a simple hex editor. Data offests will be posted soon for the values of gun penetration.