make explosive weapon do damage to what it hits in addition

Post » Fri Jul 22, 2011 3:39 am

http://www.inetres.com/gp/military/infantry/grenade/40mm_ammo.html#M433 rounds use a shaped charge with copper cone to generate an armor piercing jet of molton metal, pointing towards the front of the round, while the steel case holding the comp A explosive used to generate the jet itself generates fragments in a more or less spherical shape around the point of explosion. So, 2 things going on here: an AP jet damaging what the round impacted, and some decidedly non-AP fragmentation damaging everything else nearby. I want to model this same behavior with ammo in FNV, but I'm not sure how. In the GECK, I know that 40mm ammo uses a projectile (GECK shows as "none", which I am assuming is just the default 40mmGrenadeProjectile), which uses an explosion, which has a damage value. This is separate from the weapon damage. I don't understand how the damage of the explosion on the projectile for the ammo and the damage rating of the weapon using the ammo relates to the damage actually dealt to people hit. For example, if the weapon damage rating is 150, and the explosion damage rating is 100, how much damage is actually done?

What I want to occur in effect is that the actor directly hit by the projectile suffers a DT malus and takes some (relatively large) amount of damage A, while enemies near the explosion do NOT suffer any kind of DT malus and take some other (relatively small) amount of damage B. Is this possible without scripting?
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Emmanuel Morales
 
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