Bullet Penetration in Day of Defeat: Source: Difference between revisions

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The penetration values for certain materials can be changed.  In the weapon files there is a property called 'Penetration,'  
The penetration values for certain materials can be changed.  In the weapon files there is a property called 'Penetration,'  
'''this does absolutly nothing'''.  One way to change a material's penetration value is to change the material type in surefaceproperties.txt.  I also found another way which is to increase the damage done by the guns.  For example, in regular dods the garand does 80 damage, when bumped up to 120 the garand was stopped at 65 units rather then 55.
'''this does absolutly nothing'''.  One way to change a material's penetration value is to change the material type in surefaceproperties.txt.  I also found another way which is to increase the damage done by the guns.  For example, in regular dods the garand does 80 damage, when bumped up to 120 the garand was stopped at 65 units rather then 55.
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 offsets will be posted soon for the values of gun penetration.

Revision as of 14:30, 14 March 2006

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Similar to 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.

A screenshot from hammer with the bulletdev map loaded.

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. One way to change a material's penetration value is to change the material type in surefaceproperties.txt. I also found another way which is to increase the damage done by the guns. For example, in regular dods the garand does 80 damage, when bumped up to 120 the garand was stopped at 65 units rather then 55.