The Info Dock

joule

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The following is minor-some may call it useless-information for Half-Life 2: Deathmatch. Some might also apply to Half-Life 2 itself.

1. It takes exactly 2 shots from the USP Match to ignite a standing flammable barrel.

2. It takes exactly 3 shots from the USP Match to explode a standing flammable barrel.

3. It takes exactly 12 Crowbar swings to kill someone who has 100 Health and 200 Suit.

4. It takes exactly 8 Stun Stick swings to kill someone who has 100 Health and 200 Suit.

5. When shot from the Overwatch Rifle, the Plasma Ball lasts exactly 5 seconds.

6. When shot from the Manipulator, the Plasma Ball lasts exactly 7 seconds, and at a much faster rate of speed.

7. The SLAM and Stun Stick are the only weapons whose crosshairs differ from the rest.

8. The Health and Suit Chargers are worth 15 "points".

9. It takes exactly 3 headshots from the Crossbow to kill someone who has 100 Health and 200 Suit.

10. It takes exactly 2 headshots from the .357 Magnum to kill someone who has 100 Health and 200 Suit.

11. The HE Grenade lasts exactly 3 seconds from the second it is thrown to the second it explodes.

12. There are exactly 20 character models to choose from-16 being Rebel and 4 being Combine.

13. It takes exactly 2 H&K MP-7 PDW bullets to ignite a standing flammable barrel.

14. It takes exactly 3 H&K MP-7 PDW bullets to explode a standing flammable barrel.

15. The Auxillary Power lasts exactly 5 seconds.

16. It takes exactly 1 plasma round from the Overwatch Rifle to ignite a standing flammable barrel.

17. It takes exactly 2 plasma rounds from the Overwatch Rifle to explode a standing flammable barrel.

18. With the Manipulator equipped, firing (pressing MB1) at an untouched window will shatter/splinter it.

19. When firing the Plasma Balls at an untouched window, they will only bounce off.

20. With the Manipulator equipped, firing (pressing MB10 at a flammable barrel will not ignite nor explode it. It will simply move it.

21. The HE Grenades seem to last longer and go farther when rolled along the ground rather than thrown through the air.

22. It takes exactly 13 headshots from the USP Match to kill someone who has 100 Health and 200 Suit.

23. Unlike the Single-Player experience, the flashlight does not use up Auxillary Power.

24. On the back of the Combine Soldier Prison Guard Model, it says the words: 'Nova Prospekt'.

25. It takes exactly 1 bullet from all of the weapons to explode a flammable barrel lying on its side.

26. The H&K MP-7 PDW holds exactly 270 rounds of ammunition-with 45 in the clip.

27. The Overwatch Rifle holds exactly 90 normal plasma rounds and 3 giant plasma rounds-with 30 in the "clip".

28. The USP Match holds exactly 168 rounds of ammunition-with 18 in the clip.

29. The SPAS-12 Shotgun hold exactly 36 shells-with 6 in the chamber.

30. The Crossbow holds exactly 11 bolts-with 1 in the 'I don't know what it's called'.

31. The .357 Magnum holds exactly 18 bullets-with 6 in the chamber.



*Please correct me if I am mistakened for anything.


You are welcome to add to the list.
 
joule said:
22. It takes exactly 13 headshots from the USP Match to kill someone who has 100 Health and 200 Suit.
Dang. You'll probley be dead by then.
 
The Real Names?

These are the weapons I know about in HL2DM:
  • .357 Magnum
  • 9MM Pistol
  • Crossbow
  • Crowbar
  • Gravity Gun
  • Grenades
  • Pulse-Rifle (Combine Balls as secondary according to console frag messages)
  • S.L.A.M.
  • Shotgun
  • Stunstick
  • Submachine Gun (smg1_grenades as secondary according to console frag messages)
You've mentioned some of them, but you also mentioned weapons I've never seen or heard about in HL2DM. (Yah.. I know I'm anal ;))
 
How about some useful information like:

- damage that each bullet does from each weapon
- multiplier damage done to each body region (eg headshots = 2x or 3x damage, bodyshots = whatever-x damage).
 
Thanks for the info, joule. This could definitely come in handy.

Lanthanide is right, though; perhaps it would be more useful to determine the damage done by each weapon, and the multiplier. I believe headshots do exactly three times as much damage as any other hits.
 
netrex said:
These are the weapons I know about in HL2DM:
  • .357 Magnum
  • 9MM Pistol
  • Crossbow
  • Crowbar
  • Gravity Gun
  • Grenades
  • Pulse-Rifle (Combine Balls as secondary according to console frag messages)
  • S.L.A.M.
  • Shotgun
  • Stunstick
  • Submachine Gun (smg1_grenades as secondary according to console frag messages)
You've mentioned some of them, but you also mentioned weapons I've never seen or heard about in HL2DM. (Yah.. I know I'm anal ;))
Huh? ALL the weapons I have mentioned are in DM.

And I'll see what I can do with the multipliers and how much damage each weapon gives.
 
joule said:
Huh? ALL the weapons I have mentioned are in DM.

And I'll see what I can do with the multipliers and how much damage each weapon gives.
My point was that you use name that aren't anywhere in the game for many of the weapons you mention. The names I listed are the names used in the game if you check the weaponswich menu or what ever it's called or in the console on fragmessages.
 
netrex said:
My point was that you use name that aren't anywhere in the game for many of the weapons you mention. The names I listed are the names used in the game if you check the weaponswich menu or what ever it's called or in the console on fragmessages.
Oh. I see. I just took the names from here.
 
It takes 5 headshots to kill an unarmored person with the USP.

It takes 1 headshot to kill an unarmored person with the shotgun, assuming almost all smaller shots hit.
 
joule said:
11. The HE Grenade lasts exactly 3 seconds from the second it is thrown to the second it explodes.

I'm not positive but I think if you throw it then it takes longer to explode than if you just drop it. Might be my imagination though.
 
joule said:
20. With the Manipulator equipped, firing (pressing MB10 at a flammable barrel will not ignite nor explode it. It will simply move it.

I spot a mistake.
 
all body damage is 1x
headshots are 3x

weapon damages that i can remember
smg is 9
pulse is 11
shotgun is 9
357 is 75
crossbow is 100
rpg is 150
frag grens are 150
 
It takes 1 plasma ball to kill anything at any health/armor level. They are your best friends = D.
 
You can keep a grenade alive for an unlimited amount of time by picking it up and tossing it with the zero point gun, resetting the timer every time it is picked up. (not sure if the timer goes back to 3, but it always resets)
 
el ska boss said:
You can keep a grenade alive for an unlimited amount of time by picking it up and tossing it with the zero point gun, resetting the timer every time it is picked up. (not sure if the timer goes back to 3, but it always resets)
Ha. Nice to know. Thank you.
 
Joule,

Excellent information! I've written a DM guide that is supposed to be published here soon. I will recommend that some of this info be included (crediting you, of course.)
 
Rickdeckard said:
Joule,

Excellent information! I've written a DM guide that is supposed to be published here soon. I will recommend that some of this info be included (crediting you, of course.)
:D

Great! Good to hear.
 
joule said:
Nope. It takes 3.
No, only one. He said -headshot- with the crossbow.

Crossbow does 100 damage, x3 for headshot = 300, 100+200 = 300, 300-300 = 0, 0 = dead.

Therefore, 1 shot.
 
Lanthanide said:
No, only one. He said -headshot- with the crossbow.

Crossbow does 100 damage, x3 for headshot = 300, 100+200 = 300, 300-300 = 0, 0 = dead.

Therefore, 1 shot.
Not when I tested it several times.

Just to be sure, I'll do it again in a few minutes.
 
Rickdeckard said:
Joule,

Excellent information! I've written a DM guide that is supposed to be published here soon. I will recommend that some of this info be included (crediting you, of course.)
I edited the aformentioned guide, added a few tips n tricks of my own :)

It'd be dead easy to add Joule's info, and we'd be quite happy to do it :)
 
Lanthanide said:
No, only one. He said -headshot- with the crossbow.

Crossbow does 100 damage, x3 for headshot = 300, 100+200 = 300, 300-300 = 0, 0 = dead.

Therefore, 1 shot.
No. It takes 3. I just did it 5 times to make sure. 3 for bodyshots and 3 for headshots.
 
Well, of course :), HEV isn't just health with a different name.

What's really of importance is
1. Weapon damage and
2. HEV/Health split: how much damage comes "through" and how much HEV points does it take away.Is it globally the same for all weapons, (which i hope not) etc.

That would be really useful information :)

/edit:
Let me clarify by giving you an example:

Let's assume the magnum would do 90 damage. If you hit someone with 100h/0hev he would be left with 10/0. So far so good. But what happens if you hit someone with 100/100? It obvioulsy isn't just 100h+100hev-90 which would leave him with 100/10, but something different. For example, it could be a 1/3 2/3 split. 2/3 of the damge could go to HEV while 1/3 goes to health (goes "through"). In our example, someone with 100/100 hit by 90 damage would be left with 70/40 (1/3 of 90 is 30, therefor 100 health - 30, same for HEV just with 60). And what happens if someone with 100/20 is hit? How is that calculated? How much damage is lost to HEV, and what goes directly to Health.

Those numbers are obviously just examples. Really interesting info would be the REAL numbers, as in the real HEV/HEALTH split ratio. AND if those numbers are the same for all weapons, or if for example some weapons eat HEV away faster but health less and vice versa.

Hope that clears things up :=)
 
Ok, I looked at the part in the SDK where damage is calculated. Here's how it works:

If you're in a vehicle, you don't take blast or radiation damage (when you run over an explosive barrel in the airboat you obviously do take damage; the vehicle must be somehow transferring the damage to the player). Normal kinds of damage are multiplied by some modifier that's characteristic of the vehicle before being applied to the player.

There are two numbers that control how damage is dealt with armor: RATIO and BONUS. Under the current settings, RATIO = .2, and BONUS = .5.

RATIO is the amount of the damage that gets through the armor. So, with RATIO=.2, 20% of the damage you're dealt will be taken directly off your health, while 80% will be absorbed by the armor. BONUS is how effective damage is at reducing your armor. So, with BONUS set to .5, if your armor is going to absorb 100 points of damage, your HEV indicator will only go down by 50.

So, if the player has HEALTH health and ARMOR armor, and we wish to deal DAMAGE points of damage to the player, the number of points each is reduced (dmg_health and dmg_armor) is calculated thus:

1. If the damage type is falling, drowning, poison, or radiation, set dmg_health = DAMAGE, and bypass the armor entirely (go to step 7).
2. set dmg_health = DAMAGE * RATIO. This is the amount of health you lose.
3. set dmg_armor = (DAMAGE - dmg_health) * BONUS. This is the amount of damage your armor will take. In other words, this is everything that doesn't bypass the armor, reduced by a factor of BONUS.
4. If dmg_armor is less than or equal to ARMOR, then the damage doesn't eat away all our armor, and proceed to step 7.
5. Now we're in trouble, because the armor is trying to absorb more damage than it actually can, so some of it will spill over into health. So, we set dmg_armor to the amount of damage that the armor can actually absorb; that is, ARMOR / BONUS.
6. Set dmg_health = DAMAGE - dmg_armor, so everything that the armor couldn't absorb now gets transferred to health.
7. Subtract dmg_health from HEALTH, and dmg_armor from ARMOR. If HEALTH <= 0, then we're dead.

An interesting side note: an SDK variable called m_DmgSave tracks the amount of damage that the user avoided because of wearing armor. In steps 5 and 6 above, that should be equal to ARMOR / BONUS, but in the code it's just set to ARMOR. This could be a bug.

So, how many crossbow headshots does it take to kill someone with 100/200? Well, one shot normally does 100 damage, and the damage multiplier is 3x for headshots. That makes 300 damage for a headshot. A player with 100/200 has 100 + 200 / BONUS = 500 health in all. After the first shot, you'll see (give or take 1 for rounding) 60/80, and the target will die on the second shot.

This doesn't quite agree with experiment. Possible sources of error: I couldn't locate the actual numbers for crossbow damage and damage modifiers in the code. More experiment is needed to verify these figures.

Man, I feel like I'm writing a lab report.

Anyway, that's how it's done. I hope you guys find that useful.

EDIT: One more thing. This only happens in multiplayer: if the damage type is DMG_BLAST (such as an explosion, I believe), then BONUS is doubled, which means that blasts damage armor twice as much as normal.
 
So all of this is apparent in multiplayer too?

Perhaps the crossbow bypasses this damage routine and works differently? I know that I've sometimes had 100 health/x HEV and been shot by the crossbow, resulting in me having 0 HEV and x health remaining - meaning it just took a straight 100 off, starting with HEV and ending with health, with no bonus modifier being counted at all. I can clearly remember this happening with my having 2 HEV (leaving me on 2 HP) and 15 HEV (leaving me on 15 HP).

Or perhaps (or additionally?) headshots get treated differently in terms of armor? Like, having max armor (>= 100) results in negation of bonus headshot damage? That'd possibly explain why it seems to take a long long time to kill people who are 100/200 when you're pumping shells into their face.
 
Physicles said:
So, how many crossbow headshots does it take to kill someone with 100/200? Well, one shot normally does 100 damage, and the damage multiplier is 3x for headshots. That makes 300 damage for a headshot. A player with 100/200 has 100 + 200 / BONUS = 500 health in all. After the first shot, you'll see (give or take 1 for rounding) 60/80, and the target will die on the second shot.

Shouldn't it be 40/80? (100h - .2*300)
Gotta check out if you can really survive more than 2 xbow headshots.

@lanthanide

If you're really low on HEV, results will look almost the same due to rounding. I strongly doubt that damage calculation is different once your above a certain HEV level. After all, that's what headshots are most important for anyway.
 
Hmm.. I always assumed the XBow was 1 shot kill no matter what, but then I have survived a few hits myself - just. Don't normally top up my HEV from a wall booth, sitting duck!
 
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