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However, we cannot adjust how much damage a weapon does on the fly in that fashion. The only workable solution is to rely on proximity detonation. Your suggestion may be workable as a "lethality distribution", however; up the damage value by 2.5 times its current value, and have it detonate up to Y meters away, where Y would give about 0.8X of damage or something. As such, it may even be a way to uniformly calculate what distance it should detonate at. As for "whenever cpu load is lowest" I'd say screw that - the ideal impact will be negligible to begin with, not that we really know when it's at its least. Selecting the distance randomly at firing time is by far the most convenient from a scripting perspective, though. |
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