Difference between revisions of "Bullet"
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Bullets are animated using bullets.bm2, which can be changed with an [[LVZ]]. The first four rows are for standard bullets, the next row is "inactive" [[Burst]] bullets, the next four are for bouncing, and the last is for bouncing [[Burst]] bullets. | Bullets are animated using bullets.bm2, which can be changed with an [[LVZ]]. The first four rows are for standard bullets, the next row is "inactive" [[Burst]] bullets, the next four are for bouncing, and the last is for bouncing [[Burst]] bullets. | ||
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+ | Bullets can either do constant or random damage as specified in the [[Bullet Settings]]. If set to random, then the damages specified there are only maximums and the client uses following formula to calculate damage: sqrt(rand() * (maxdamage<sup>2</sup>+1)). This makes the average bullet damage 2/3 * sqrt(maxdamage<sup>2</sup>+1). | ||
[[Category:Weapons]] | [[Category:Weapons]] |
Revision as of 10:01, 17 September 2005
A bullet is a projectile fired by a ship's guns, one of the two standard weapons. (The bomb is the other.) Bullets normally disappear when they hit a tile or a ship, but they can be bouncing, which means that they will bounce off of tiles and only disappear when they damage a ship. Any type of bullets will disappear after a delay, specified in the arena's settings.
Bullets are animated using bullets.bm2, which can be changed with an LVZ. The first four rows are for standard bullets, the next row is "inactive" Burst bullets, the next four are for bouncing, and the last is for bouncing Burst bullets.
Bullets can either do constant or random damage as specified in the Bullet Settings. If set to random, then the damages specified there are only maximums and the client uses following formula to calculate damage: sqrt(rand() * (maxdamage2+1)). This makes the average bullet damage 2/3 * sqrt(maxdamage2+1).