Sin Episodes Level CreationUsing the bullet penetration system

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SiN Episodes Level Creation

For simplicity's sake, the bullet penetration system in Sin Episodes works in the same way as in Counter-Strike: Source. An explanation on how that system works can be found here: Bullet Penetration in Counter-Strike: Source.

A list of valid material surface properties may also be found here.

A tutorial on how to create a custom material may be found here: Creating a Material. For material creation, the same rules apply to Sin Episodes as they do for Half-Life 2.

(Penetration value / Density value) = actual penetration. For example, the Magnum primary fire has a penetration value of 64. Tile has a value of 2. This means that the Magnum shot can fire through up to 32 inches of tile. (64 / 2 = 32)

Here are the current density values for different game materials:

  • Metal: 64
  • Dirt: 32
  • Concrete: 16
  • Grate: 2.0
  • Vent: 1.5
  • Tile: 2.0
  • Computer: 1.5
  • Wood: 1.0

List of penetration values for each gun (in Hammer inches):

  • Magnum (Primary Fire): 64
  • Magnum-DUAG (Secondary Fire): 500
  • Scattergun (Primary Fire): 24
  • Scattergun (Secondary Fire): 0
  • Assault Rifle (Primary Fire): 32
  • Assault Rifle Grenade (Secondary Fire): 0
  • Hand Grenade: 0

A value of 0 means the bullets do not penetrate any type of material. These values were verified with a [simple test map].

Note.pngNote:Even though the npc_druglab_grunt_pistol weapon does not appear to be a magnum, it is considered a magnum for the sake of penetration.