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Old 09-02-06, 01:56 PM   #23
JgzMan
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Join Date: Aug 2006
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If I were going to randomize damage, I would do it as follows:

1) Reduce damage of each and every weapon in the game by, say, 15%, or 25%, or somthing similar. Call that number X. (the actual number, mind you, not the %)
2) each time a weapon explodes, add to the damage a random number ranging from 0 to 2X.

That seems that it wouldn't require too much editing. Each weapon would need an additional constant assosaited with it (the number 2X, for that particular weapon) and a RAND function. To save time, you might call the RAND function on launch, or even on weapon load. Whenever the CPU load is lowest.
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