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Weapon & Specimen Stats (PDF)

The grenade launchers and LAW I've noticed do in fact do headshot damage even though DamTypeM79.uc and DamTypeFrag.uc have:

Code:
bCheckForHeadShots=false
*Note that DamTypeLAW is a child class of DamTypeFrag and DamTypeM32 is a child class of DamTypeM79.

You can verify this for yourself by creating game a on solo suicidal with lots of scrakes using sandbox mode. Pick a map with law spawns (for simplicity) like KF-LawLawLaw.rom. Aim the rocket at the scrake's chest/head and you'll only need 2 rockets. Now aim at the legs/lower body and you'll need 3 rockets. You can do the same test for the m32 and m79. Scrakes have 1750 hp on solo suicidal.
 
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A couple quick questions, hopefully they aren't too obvious:

1. So, any Zed on fire takes more damage? From just subsequent flamethrower hits or from any weapon?

2. Does spread reduction work for shotguns? (Yes, that would be EXTREMELY counter-intuitive, but I'm just throwing it out there)

3. Does this mean the flamethrower has a splash effect that doesn't always cause burning? That would explain how I see a clot recoil from being hit off-center from 1 or 2 flamethrower ammo, but not light.
 
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Sorry for the double post. Noticed 2 other mistakes while waiting for mod approval of my first post.


  1. Fleshpounds have 50% resistance to xbows. The fleshpound's TakeDamage() function uses the member variable "HeadShotDamageMult" that is defined in the Damage Type classes. In the case of DamTypeCrossbow, that value is 1.3, which is less than the 1.5 needed for 0.75 scaled damage. The second half of the post below references code from DamTypeCrossbow.uc
    http://forums.tripwireinteractive.com/showpost.php?p=622894&postcount=14[url]http://forums.tripwireinteractive.com/showpost.php?p=622894&postcount=14[/URL]
  2. Fleshpounds do not have 50% resistance to LAWs. LAW damage is not scaled at all. The damage resistance is only applied if the damage type is not one of the 5 explosive damages.
    http://forums.tripwireinteractive.com/showpost.php?p=622895&postcount=23[url]http://forums.tripwireinteractive.com/showpost.php?p=622895&postcount=23[/URL]
 
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I'm just going to throw a tactic out there, so try not to let it blow your mind too much:
Don't aim for the head.

Surpringly its actually quite hard not to hit the head with the chainsaw, unless you crouch. The thing is otherwise like a headshot magnet.

Although in fairness, when you do crouch and just rev, most things are toast, so Sam does have a point :)

Headshot multiplyer of 1.0 makes alot more sense to me. i.e. no change in the damage at all, head or body shot.
 
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1. So, any Zed on fire takes more damage? From just subsequent flamethrower hits or from any weapon?

2. Does spread reduction work for shotguns? (Yes, that would be EXTREMELY counter-intuitive, but I'm just throwing it out there)

3. Does this mean the flamethrower has a splash effect that doesn't always cause burning? That would explain how I see a clot recoil from being hit off-center from 1 or 2 flamethrower ammo, but not light.
1. Not when on fire but always and only if damage type is fire based.
But this is not included in the calculation of the zeds fire damage over time which is based on the initial fire damage without this bonus, that's why I precise "non-dot".
For all fire weapons, to be exact with all damage type = DamTypeBurned or DamTypeFlamethrower, which include Flamethrower, Flamenade and the Husk's projectile.

2. Thanks for asking this good question, you're right this is not clear enough and your logic is correct.
The spread bonus only apply to the ballistic weapons, all projectile based weapons always have the same spread.

3. Flamethrower have a splash damage which mean only a direct hit will do full damage to the target.
More the target is far inside that radius and less damage he will receive. But the radius is small and the weapon should do full damage most of the time I think.
Even without the firebug perk the base damage is 12, *1.5 bonus to zeds = 18 which is more than the 15 damage required to start burning with a single direct hit normally.


About the melee backstab, scary_ghost has done a lot of crazy tests + confirmed by Marco (coder of the original mod?).
Also I've made a test mutator with a modified knife that shows a message when the "backstab" condition is reached.
Backstab Test Knife (source included)


I am wondering why the single and dual HCs have the same weight. Instead of 4 and 8 respectively.
With this logic the dual 9mm should still have 0 weight instead of 4, no?


Update should be out later or tonigh.

EDIT:
Surpringly its actually quite hard not to hit the head with the chainsaw, unless you crouch. The thing is otherwise like a headshot magnet.
A note about this, all melee weapons have a larger head shot check +25% of the normal head size when you hit any zeds. I should add this info somewhere ^^
 
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@scary ghost

I am refering to this comment about that variable and seems to work as intended:
Code:
var()   bool    bCheckForHeadShots;     // This damagetype is  capabable of removing heads with headshots (doesn't mean it can't blow  heads off, just means it shouldn't do headshot check if this is  false);
Even if all explosives damage type still have the HeadShotDamageMult=1.100000 from parent class, they all have bCheckForHeadShots=False;

This variable is checked in KFMonster.TakeDamage():
Code:
if ( !bDecapitated && class<KFWeaponDamageType>(damageType)!=none &&
    class<KFWeaponDamageType>(damageType).default.bCheckForHeadShots )
{
    ...
    bIsHeadShot = IsHeadShot(HitLocation, normal(Momentum), 1.0);
}
bIsHeadShot must be always false without it.

The HeadShotDamageMult is only applied if bIsHeadShot was true, still in KFMonster.TakeDamage():
Code:
    if ( (bDecapitated || bIsHeadShot) &&  class<DamTypeBurned>(DamageType) == none &&  class<DamTypeFlamethrower>(DamageType) == none )
    {
        if(class<KFWeaponDamageType>(damageType)!=none)
            Damage = Damage * class<KFWeaponDamageType>(damageType).default.HeadShotDamageMult;
    ...
That's pretty weird but something new here.
The hsdamagemult is also applied for any damages to the headless zeds. :confused:

Aside of that, there are no headshots checks or damage bonus with all explosives and fire damage type. At least AFAIK.

I just knew that the impact damage has a *2 headshot damage which should result by a suicide most of the time even with full armor and hp.
But I did not added this because of the remaining space in the page to add it properly, but I will try to add this in the update.





You're totally right about the xbow damage scale to fleshpound, his real hsdamagemult is 7.8 but only 1.3 in the damage type.
+I've done exactly the same mistake for all shotguns, their real hsdamagemult are 1.65 but only 1.1 in the damage type.
And yes normal damage for law nice job tyvm :D

I definitely made this table too quickly lol
 
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Do you think you could post the table as another type of document file? Even something as basic as a .txt Would be appreciated~ Thanks.
In adobe reader you save as txt, but the result is really bad ><
With the software I can only export the tables to pdf or xhtml (but this will almost triples the file size and without the graphic).


Version 1.01 uploaded, so many edits that I probably added more mistakes or forgot something.
 
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1. Not when on fire but always and only if damage type is fire based.
But this is not included in the calculation of the zeds fire damage over time which is based on the initial fire damage without this bonus, that's why I precise "non-dot".
For all fire weapons, to be exact with all damage type = DamTypeBurned or DamTypeFlamethrower, which include Flamethrower, Flamenade and the Husk's projectile.

2. Thanks for asking this good question, you're right this is not clear enough and your logic is correct.
The spread bonus only apply to the ballistic weapons, all projectile based weapons always have the same spread.

1. I see, so all Zeds just have a flat weakness toward fire? Excluding the Husk of course, and perhaps the Fleshpound. I actually think that'd be quite useful if a Firebug lowered the damage resistance of any Zed burned, it'd make him very useful at higher difficulty levels. He would go perfectly with a Support Specialist or Sharpshooter, who would benefit immensely from any damage bonus.


2. Ah, I should have realized that the shotgun is a projectile weapon, not hitscan. That would be nice if we could give the pump shotgun a little tighter spread by crouching and aiming down sight. :p
 
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@Phada

With a quick glance at version 1.01, the numbers appear to be accurate to me. Just a few suggestions:

  1. Give melee alt fire their own row. Similar to the hunting shotgun, the double barrel blast received it's own row for damage and the other stats. It would make comparing primary and alt fire much easier for melee weapons.
  2. Would be interesting to see how grenade stacking affects the damage and explosion radius. I'm sure there must be code that checks for other explosives in the blast radius. Speaking from experience, the more grenades you toss, the bigger the blast radius appears to be.
  3. Grenades (frags) have a weight of 1, not 0. This is why you always have 1 weight block taken up since you cannot sell the frag weapon.
  4. There are some minor grammatical errors here and there but those can be looked at later.
I will play around with the LAW and grenade launchers a bit and record a video. I am certain that headshots are accounted for even though the source code says otherwise.

Also, a nice mutator idea which would help test weapons / verify what has been dug up would be to modify the Commando perk file to display the enemy health in numbers rather than with a bar. The code I am referring to is copied below:

SpecialHUDInfo() in KFFVetCommando.uc:
Code:
        foreach C.ViewPort.Actor.DynamicActors(class'KFMonster',KFEnemy)
        {
            if ( KFEnemy.Health > 0 && !KFEnemy.Cloaked() && VSizeSquared(KFEnemy.Location - C.ViewPort.Actor.Pawn.Location) < MaxDistanceSquared )
            {
                HKF.DrawHealthBar(C, KFEnemy, KFEnemy.Health, KFEnemy.HealthMax , 50.0);
            }
        }
Instead of having "DrawHealthBar", it could be a "DisplayHealth" function instead that outputs text. This modified function could even be given to the parent class, KFVeterancyTypes so all perks can view the health. Unfortunately, I know next to nothing about creating mutators so any help would be appreciated.
 
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Hey, first off I commend you on your work, it is always nice to have some quantitative information on game mechanics. The reason I am posting is to inquire as to a small detail regarding the Hunting Shotgun; I am a big fan of using it, and I had previously used the Weapon Damage Table on the wiki for information on weapons, which lists the number of pellets for the main and alternate fire as 5 and 12, as opposed to your tabulated values of 6 and 10. I just wanted to confirm that your values are from the code itself and are accurate, as this would affect my gameplay as someone who uses the Hunting Shotgun regularly. Thanks.
 
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Hey, first off I commend you on your work, it is always nice to have some quantitative information on game mechanics. The reason I am posting is to inquire as to a small detail regarding the Hunting Shotgun; I am a big fan of using it, and I had previously used the Weapon Damage Table on the wiki for information on weapons, which lists the number of pellets for the main and alternate fire as 5 and 12, as opposed to your tabulated values of 6 and 10. I just wanted to confirm that your values are from the code itself and are accurate, as this would affect my gameplay as someone who uses the Hunting Shotgun regularly. Thanks.

Phada's numbers are correct. I suspect whoever created that page thought BoomStickFire.uc referred to primary fire (single barrel) while BoomStickAltFire.uc referred to alt fire (double barrel) and therefore halved/double the "ProjPerFire" variable. However, the opposite is true. Message to TWI, the file naming scheme is quite confusing since double barrel blast is Alt-Fire :D.

Here's the info copied and pasted from the code. Note that I removed irrelevant chunks of code.

BoomStickFire.uc:
Code:
//=============================================================================
// BoomStick Dual Fire
//=============================================================================
class BoomStickFire extends KFShotgunFire;

defaultproperties
{
    ProjPerFire=10
}
BoomStickAltFire.uc:
Code:
//=============================================================================
// BoomStick Single Fire
//=============================================================================
class BoomStickAltFire extends KFShotgunFire;

defaultproperties
{
    ProjPerFire=6
}
The wiki is nice but the fact that anyone can modify anything at anytime means you should take the information with a grain of salt. That and I'm not sure if they even have page reviews and make sure the content of each page is correct.
 
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Ah, that clarifies it then, thanks. I am actually kind of surprised, as I had decided that the alternate fire was the most efficient use of the Hunting Shotgun, where the opposite is apparently true. Either way knowing is a good thing, and the next time I play Support Specialist I will keep this in mind.
 
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@Salad Snake
The projectile speed will be added to the next version, he will be easy to know which weapons uses proj or not.

  1. Give melee alt fire their own row. Similar to the hunting shotgun, the double barrel blast received it's own row for damage and the other stats. It would make comparing primary and alt fire much easier for melee weapons.
  2. Would be interesting to see how grenade stacking affects the damage and explosion radius. I'm sure there must be code that checks for other explosives in the blast radius. Speaking from experience, the more grenades you toss, the bigger the blast radius appears to be.
  3. Grenades (frags) have a weight of 1, not 0. This is why you always have 1 weight block taken up since you cannot sell the frag weapon.
[...]

SpecialHUDInfo() in KFFVetCommando.uc:
1. I can't do this because the page is full and I really wants to keep all weapon stats in the first page.

2. There are no grenade stacking, they can just trigger the explosion each others.
Any damage to grenade will immediately explose it, except with siren scream which will destroy it without any explosion.

3. Noted, and same with flamenade because it's in reality the same inventory item.

About the mutator idea, I have no idea if it's possible to modify something like this just with a mutator. I only know few things I am not expert myself :D


@Selnath
Hey, first off I commend you on your work
ty ^^

The Hunting shotgun info on the wiki is probably outdated, the gun is (now) firing 6 or 10 pellets for single or double shot.

To clarify scray ghost answer, the double shot should be originally the primary attack because of the fire modes names.
From the weapon properties (0=main; 1=alt):
Code:
    FireModeClass(0)=Class'KFMod.BoomStickAltFire'
    FireModeClass(1)=Class'KFMod.BoomStickFire'
New page will be added, the complete zeds health table on any difficulty and with any number of players.
I planned to add the bloat vomit mecanism, instead of that I will also add all others zed's attacks/damages as suggested by scrayghost.


I am wondering if I should rename the file KF_Mecanisms or something like this.
Because this is not really a guide and there are now different detailed infos.
 
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This is incorrect.
pen.jpg

FlameThrower.uc > FlameBurstFire.uc (Fire) > FlameTendril.uc (Projectile)​


pen1.jpg

I'm a firebug nut I noticed that instantly lol​
 
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@Yomommassis
The ProcessTouch() is overrided from parent class and the MaxPenetration variable is obsolete in FlameTendril.

Apparently there are no penetration at all, but the attack radius can makes this impression.
A direct hit should always stop the flame, if I understand correctly the code at present.
Or I am missing something again. >___<

Thanks to report this.
 
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