Moz said:I mean, all I can find in the vehicle class is:
// Armor FrontArmorFactor=14 SideArmorFactor=11 RearArmorFactor=10 TreadHitMinAngle= 1.9
The great RO:O simulation level armour system can't be this?
Is there a collision mesh or something?
[RO]Ramm-Jaeger said:Collision meshes are stored in the UKX file for that particular vehicle. There is per-poly collision for the body of the tanks. Some of the calculations for the armor system are done in the base tank classes, other calculations are done in the projectile classes. There is data in about 6 different classes that are fed into the armor calculations. And since you phrased your question so "respectfully" i'll let you dig through the code yourself to find them Also, some of the calculations are done in the native code for speed.
Moz said:Why the hell does it have per poly, wouldn't that mean something like a shovel on the side deflect armour.
The determination of whether or not the shell impacted the tank or not is per poly. That doesn't mean the angle of the armor calculation is per poly. The angle of the armor calculation is generalized, otherwise you would have silly things like a shell hitting the antenna and deflecting.
I know it is an old thread but I did not wanted to create an own for such a simple question:
Is it also possible (just interested) to have ArmorFactors like 8.5 or let's say 0.01, because all ArmorFactors are in natural numbers in your classes?
// Armor values var int FrontArmorFactor; var int RearArmorFactor; var int SideArmorFactor;
UnrealScript Reference said:A 32-bit integer value.