The ammodef defines an impulse (mass * velocity) for the bullet to apply to physics objects when it hits them. Applying an impulse is equivalent to a collision.
That macro just converts units so we could use some standard ballistics data with bullet mass in grains and speed in feet per second. Jay > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 > Sent: Thursday, February 03, 2005 5:40 PM > To: [email protected] > Subject: Re: [hlcoders] Weapon ballastics > > In sdk_gamerules > > #define BULLET_IMPULSE(grains, ftpersec) > ((ftpersec)*12*BULLET_MASS_GRAINS_TO_KG(grains)*BULLET_IMPULSE > _EXAGGERATION) > > BULLET_IMPULSE does not seem to be used in the ammodef, so I > changed it to > > def.AddAmmoType( AMMO_BULLETS, DMG_BULLET, TRACER_LINE, 0, 0, > 2400/*max carry*/, BULLET_IMPULSE(200, 1225), 0); What > affects does this have on the bullet if any? in the MP SDK ? > > > > > r00t 3:16 > CQC Gaming > www.cqc-gaming.com > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

