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Add a mass property to bullets. This will only affect pushback.
Currently pushback is calculated as power * velocity. With mass, this is modified as mass * velocity. For backwards compatibility, mass should be the same as power if not specified.
Usually having pushback affected by power makes sense as the player "feels" how much damage a bullet deals. However decoupling power from pushback means:
We can have low-pushback weapons where it makes sense, like the rapid-firing but low damage pulse rifle, or flame weapons
We can have high-pushback weapons, like repulsion weapons, or explosion effects
The way friction works means that the pushback actually seems wrong for explosions. The C-Dogs explosion "clouds" deal small amounts of damage but over time, which results in very little pushback. Realistic explosions should do a large amount of damage over a short amount of time, with large pushback but low damage for targets further from the epicentre.
The text was updated successfully, but these errors were encountered:
Add a mass property to bullets. This will only affect pushback.
Currently pushback is calculated as
power * velocity
. With mass, this is modified asmass * velocity
. For backwards compatibility, mass should be the same as power if not specified.Usually having pushback affected by power makes sense as the player "feels" how much damage a bullet deals. However decoupling power from pushback means:
The text was updated successfully, but these errors were encountered: