October 21, 2003
A shot rings out, a soldier crumples to
the ground; you respawn. How did that bullet get there and manage
to kill you? This tutorial is all about Battlefield 1942's damage
system. It discusses the mechanisms of how objects damage each other
and shows how to precisely compute the effect of a weapon on a defender.
Data presented is as of the v1.45 patch.
The battlefield's a dangerous place. There are
three broad classes of objects that can take damage: soldiers, vehicles/emplacements,
and facilities (e.g. the various objectives in Secret Weapons,
such as generators, fuel silos, etc). Other static objects cannot
take damage, but can cause damage directly (through collision) and
indirectly (through ricochets). The main types of damage are:
damage: bullets, knives, shells, ricochets, etc. directly
hitting the defender.
damage: mines, exppacks, bombs, artillery and ship shells,
flak, etc. exploding in the defender's vicinity.
damage: caused by the defender colliding with some object.
damage: a nearly dead vehicle will continue to self-destruct
until it blows up.
damage: when a vehicle is driven away from its spawn point
and left unattended.
damage: a land vehicle that is upside down soon blows up.
damage: most vehicles and water do not mix, nor do soldiers
and water after a while.
damage: soldier death due to being outside the map's legal
We'll deal with each of these in turn, in excruciating
First thing that happens is that a soldier
fires some weapon. Most weapons have a single projectile; one exception
is the shotgun, which shoots five shots at once in a pentagonal
pattern. Deviation can affect the initial direction of the shots.
Each projectile then goes outward on a path at a particular speed,
going straight or affected by gravity. To determine damage, the
one key piece of information needed about the projectile is its
"attack material". Each projectile has a material associated with
it. Most soldier projectile materials are found in the single file
objects\handweapons\Common\Weapons.con. For example, here
is the BAR's entry:
If a material for the projectile is not in here,
then it is found in the object's corresponding Objects.con
file (one oddity that should be noted: the Sg44 has a Material
in its own Weapons.con, namely 216, but this .con file should
not exist and is not used).
For grenades, mines, exppacks, the material
is found in the corresponding Objects.con file. These materials
tend to be set so that hitting someone with the grenade itself,
for instance, does no damage; see Splash
Damage for how explosives work).
The attack material for vehicle and emplaced
weapons is normally found in its corresponding Weapons.con
file. For example, the Defgun's projectile attack material of 252
is found in objects\Vehicles\Land\Defgun\Weapons.con. Some
vehicle weapons (specifically, torpedoes and bombs) are found instead
in the objects\Vehicles\Common\Weapons.con file.
30 times each second the server computes the
current and future location of each projectile and object in the
scene. Each projectile then has a line segment connecting its two
locations for the given time slice. This is compared against all
objects and scenery.
For each nearby object, the projectile is tested
against a bounding box around the entire mesh. If this line segment
does not intersect this box, then the object cannot be hit. Graphically
an object can be extremely detailed, having many polygons. This
level of detail is not normally necessary for collision detection.
For efficiency, every object in the game has, in addition to its
graphical polygon mesh, two collision meshes. The first mesh used
for collision testing is the low quality collision mesh.
This is a mesh with very few polygons that fully encloses the detailed
model of the object. If the projectile hits the bounding box but
misses this mesh, then no further testing is needed and only a few
polygons are checked.
Say the low quality mesh is hit. Now the projectile's
segment (which is actually a mathematical ray, since it has a direction
to it) is tested against the second collision mesh, called the medium
quality collision mesh. This mesh usually has more polygons
in it, forming a tighter fit with how the object actually appears,
but with unimportant detail polygons (e.g. vents, antennae, etc)
stripped off. A common shortcut is to design just the medium quality
collision mesh and also use this for the low quality mesh, saving
modeling time at the expense of possibly slower interactive performance.
In any case, if the projectile hits this medium mesh, the object
A few things can happen once the closest
intersection location is found. The shot could be a projectile and
explode at this point, or the shot might cause other effects elements
to appear. An example is a tank shell hitting a concrete structure
(see the image in the Collision
Damage section), which causes chunks of concrete to break off
and act as projectiles in turn. However, what we are concerned with
here is whether the projectile damages the object.
To determine this we need to find the material
of the defender. Each object and soldier has one or more materials
associated with its collision mesh, with each polygon in the mesh
having a single material. You can view and modify these materials
in 3DS MAX by using the MDT plug-in tools designed for this game.
Here are some example collision meshes for the M10 and Tiger:
To examine collision meshes, you first use the
MDT plug-in to import the object file, e.g. standardMesh\Tiger_Hull_M1.sm,
asking for only the collision meshes. Both the medium and low quality
meshes are imported (and note that many mesh files do not have collision
meshes; you must seek these out). You can then go into Modify mode
in MAX, select a mesh (and hide or delete the other), open up the
"editable mesh" by clicking on '+', and choose "polygon"
or "face" within this list. You can then examine the material
ID under the surface properties section of the menu. (Note: with
Rexman's earlier MAX tools, the material numbers in 3DS MAX appear
one higher than what are used in the game. For example, the airplane
engine material will be seen as "61" in MAX, which is equivalent
to "60" in the game's files. This mismatch does not occur with the
There are a few main classes of defensive
materials: 40-42 for soldiers, 43-47 for unarmored or lightly armored
vehicles and buildings, 50-54 for tanks, 55-59 for ships and subs,
60-62 for planes, and 66 is the wooden decks of carriers and battleships.
Within a class, a higher number is generally better armor (or at
least a less vital component). For example, a Sherman's rear armor
is material 50, a Tiger's front armor is material 54.
Once the defensive material is found, we can
start computing the damage. Here's the full equation for how much
damage a projectile takes:
Hitpoints = MaterialDamage
* DamageMod * AngleFalloff * DistanceMod
Let's examine each term in turn.
value is found in the game\bf1942\Game\materialManagerdefine.con
file. In this file are the basic attack value of almost every material
in the game. There are also physics characteristics such as friction,
elasticity, and resistance for the map terrain types, materials
0-15. As an example, here is the BAR assault gun's entry:
rem *********** Assault Rifles **************
The material damage value is 9 for the BAR, which
is a very rough strength estimate for weapons in the same class.
However, the DamageMod has a drastic effect on this value.
The material damage values could all have been set to equal 1 throughout
and the effect of each weapon could be tuned entirely through the
DamageMod values. However, the material damage term does
have the useful feature of being an overall "volume knob".
If a weapon is felt to be too weak overall, you can turn up its
overall effect by increasing the MaterialDamage value instead
of having to modify each and every DamageMod value.
Note that I said "almost every material" is
listed in the materialManagerdefine.con file. For new weapons,
such as the shotgun, this material manager data is found in the
corresponding damage system weapon file, e.g. bf1942\Game\damage_system\Shotgun.con,
in the first few lines of the file.
weapon has a corresponding damage file, in the directory bf1942\Game\damage_system.
This file occasionally contains the raw MaterialDamage value,
as mentioned above, but the bulk of the file is how this weapon
specifically affects various defensive materials. Each defensive
material that the weapon can damage is given an entry in this file.
For example, here is the BAR's entry for firing at a soldier's head:
***** BAR - DIRECT DAMAGE *****
* Infantry target
The AttGroup is the attacking material,
the DefGroup the defending material. SetEffectTemplate
is the effect that occurs when the weapon hits the defender (in
this case, blood, though this effect is turned off by default for
game rating purposes). If there is no entry for a defensive material,
the weapon does not affect it. That said, all weapons have their
effects against soldiers (materials 40-42) defined, even if the
DamageMod is 0.
There is an alternate way that DamageMod
is defined, called SetCell, that a very few weapons (the
bombs and the Wespe) happen to use to define damage:
MaterialManager.setCell 40 20
MaterialManager.setCell 41 20
MaterialManager.setCell 42 20
The first number in SetCell is the DefGroup,
the second is the DamageMod.
damage a vehicle or soldier takes is modified by the angle that
the shot hit. This has a logic to it: a glancing shot has to travel
through more armor, or may wing a soldier instead of hitting some
vital organ. If a shot hits dead-on, its angle to the defender's
surface is 0 degrees; glancing off, it is near 90 degrees. So, AngleFalloff
is computed simply as cosine(angle). At 0 degrees the cosine
is 1.0, at 30 it's 0.866, at 45 degrees it's 0.707, at 60 it's 0.5,
and at 90 degrees it is 0.0 - which makes sense, since you can't
really hit a surface coming in at 90 degrees.
number of hand weapons, namely the medics' submachineguns, the Breda
and Bren, the shotgun, and the pistols, have their damage drop off
with range. For all other weapons this term is always 1.0, i.e.
the range does not affect the result. The important factors here
are in the objects\handweapons\Common\Weapons.con file. Here
is a typical entry, for the shotgun:
The distToStartLoseDamage specifies the
distance (in meters) at which the damage of the projectile will
start to decrease. The minDamage value is the lowest ratio
possible for damage. The distToMinDamage is the distance
beyond which the projectile does its minimum amount of damage. In
other words, if a shotgun pellet hits at closer than 40 meters,
the DistanceMod is 1.0, beyond 80 meters the DistanceMod
is 0.5, between these two the DistanceMod drops linearly
from 1.0 to 0.5. Submachineguns start to lose damage at 50 meters
and drop to 0.5 at 100 meters. The pistols start to drop at 20 meters
and drop to 0.5 at 40 meters. When the distance is between distToStartLoseDamage
and distToMinDamage, the equation is this:
minDamage + (1-minDamage) * (distToMinDamage
- distance) / (distToMinDamage - distToStartLoseDamage)
So for a shotgun pellet hitting at, say, 50 meters,
the value would be:
0.5 + (1-0.5) * (80 - 50) / (80 - 40) = 0.875
you multiply these four values together you get how many hitpoints
of damage the object takes. Each object has a number of hitpoints,
defined in its Objects.con file as:
The hitpoints entry is how many hitpoints
this type of object has when it is first appears, and maxhitpoints
is the maximum number of hitpoints the object can reach with repair.
These numbers are normally identical in a battle, but it is certainly
possible to have objects begin or spawn in a damaged state. Note,
however, that you are defining a class of objects, so all objects
of that type will have the same initial damaged state. There is
no way to single out certain vehicles in a class as starting damaged,
short of defining the object twice.
Hitpoint values range from 10 for a Wasserfall
rocket to 600 for a carrier to 1000 for the factory in the Battle
of Britain. Soldiers take 30 hitpoints, and this entry is found
in the objects\Soldiers\Common\CommonSoldierData.inc file.
A full list of objects' hitpoint values can be found at the bottom
of the Damage Page.
As an example of damage computation, let's continue
with a bullet from the BAR hitting the head. As we found above,
the MaterialDamage value is 9 for the BAR. The DamageMod
value for hitting the head is 2.5. Say the bullet hits at an angle
of 20 degrees away from a dead-on shot. AngleFalloff is then
cosine(20 degrees), or 0.940. There is no modification due
to distance, so DistanceMod is 1.0. Putting it all together:
Hitpoints = MaterialDamage
* DamageMod * AngleFalloff * DistanceMod
Hitpoints = 9 * 2.5
* 0.940 * 1.0 = 21.15
So the soldier takes 21.15 hitpoints of damage.
He starts with 30 hitpoints, so if he was at full health, he's still
alive but badly injured.
Splash damage is what comes from explosions.
An explosion affects objects whose center is inside the blast radius.
This radius, measured in meters, is found in the Weapons.con
file for the weapon, e.g. the Sturmtiger's setting is:
If any terrain or object blocks the line segment
between the explosion and the soldier's center, the soldier receives
no damage from the explosion. Objects and terrain do not block splash
damage attacks against vehicles and objectives.
Material2 gives the attack material for
splash damage for a weapon. This property is found in the weapon's
Weapons.con file. For handweapons, this property is in the
common\Weapons.con file (for the bazooka shell) or in the
weapon's Objects.con file. For example, the explosive pack's
Radius and Material2 are defined in objects\handweapons\exppack\objects.con:
The defense material of the target is easier
to find than for direct damage, as in this case it is not derived
from the collision mesh. The defense material is simply whatever
value is set in the object's Objects.con file. For example,
here is the setting for the Wespe:
The defensive material of a vehicle is often
set to be about the thinnest armor in its vehicle class. Setting
it this low is not a requirement, it is just the way it was done
in BF 1942. For example, the Wespe's collision mesh uses materials
46 and 47, but its splash damage material is 45.
If the object is inside the explosion's radius
and the damage is not blocked, the splash damage equation is used:
Hitpoints = MaterialDamage
* DamageMod * RadiusMod
value is also found in the game\bf1942\Game\materialManagerdefine.con
file. The Material2 value is used. For example, the explosive
pack's Material2 is 204, and the corresponding entry is:
So the MaterialDamage base value is 20
for the explosive pack.
to direct damage, the attack material and defense material are used
to find the damage modifier, in the weapon's file in the directory
bf1942\Game\damage_system. Continuing with an explosive pack
(material 204) vs. a Wespe (material 45), the entry is in the file
(Note that, if you look inside this file, the
comments are incorrect about what material does what damage.) So,
the DamageMod is 3 for the explosive pack vs. the Wespe.
explosions fall off with distance. The property DamageType
in the weapon's Weapons.con file specifies the type. For
explosive packs (and almost every other explosive) this entry is:
which means that the object explodes on impact.
Landmines and flak guns are the only weapons with a DamageType
of 4, which was introduced with the v1.4 patch. This setting is
used to allow the projectile to explode when it is near another
object. The property ObjectTemplate.explodeNearEnemyDistance
sets this explosion distance.
Damage falls off linearly with distance from
the center of the explosion, going to zero at its Radius.
The term is simply (1 - distance/radius). For our example, say the
explosive pack was put 1.2 meters from center of the Wespe. The
radius mod is then (1 - 1.2/4), or 0.7.
with direct damage, this is the number of points of damage done.
For our explosive pack vs. Wespe example, the MaterialDamage
was 20, the DamageMod was 3, and the RadiusMod was
0.7. This gives:
Hitpoints = MaterialDamage * DamageMod
Hitpoints = 20 * 3 * 0.7 = 42
So the Wespe takes 42 points of damage. It has
50 hitpoints at full strength, so it would be brought down to 8
Vehicles collide, wreckage hits a ship, a soldier
falls down a hill - these are all instances where collision damage
takes place. The relevant factors are the materials of the colliding
objects and the square of the relative velocity. A classic kamikaze
tactic is to run a jeep full-speed into a tank, blowing both up.
However, if the tank goes into reverse before getting hit, it will
often take considerably less damage, even though the relative impact
velocity is not that much lower.
Collision damage can be an important factor in
the weapon's effectiveness. For example, the splash damage of the
Wasserfall rocket does not harm tanks. However, slamming one of
these into a tank usually destroys it, due to the fragments of the
rocket itself colliding with the tank. Another example is shooting
tank shells against concrete and brick buildings. Such shots create
stone ricochet fragments that are highly effective at killing soldiers
and destroying vehicles.
The relevant files for collision damage are in
the directory bf1942\Game\collision_armor. These files contain
MaterialDamage and DamageMod values in the same way
as computed for projectile and splash damage.
There are two major types of collision damage:
object/object and soldier/object (soldiers running into each other
do not do anything). Object/object damage is computed separately
for each object (if the object is destructible), first with one
object being the attacker and the other the defender, then the reverse.
The equation used is:
Hitpoints = MaterialDamage
* DamageMod * VelocityMod * CollisionAngleMod
value is determined the same way as the value used for projectile
damage, and is found in game\bf1942\Game\materialManagerdefine.con.
For example, here is the Willy Jeep's entry:
so the MaterialDamage
value is 1.
this value is found in a similar way to projectile damage, but this
time the attack and defense material pair can also be found in the
files in the bf1942\Game\collision_Armor directory. "Armor"
here refers to all vehicles, objectives, and soldiers. For example,
a jeep running into a Tiger tank uses the values in the LightArmor.con
for a DamageMod
is equal to the relative velocity squared times the SpeedMod
property of the defending vehicle. The SpeedMod property
is found inside the object's Objects.con file under the objects
directory. For example, the Tiger's value, in file objects\Vehicles\Land\Tiger\Objects.con,
In general, tanks tend to use a value of 0.75,
while some (but not all) lighter vehicles and planes use 2.
computed two different ways, depending on the AngleMod value
of the defender. This value can be found inside the defending object's
Objects.con file, similar to SpeedMod. However, most
objects do not have this value set, so have a default of 0; only
planes have this value set, and always to 1. The actual expression
+ (1 - AngleMod) * sine( cosine( angle
) * 90 degrees )
This looks complex, but because the AngleMod
is always either 0 or 1, one part or the other of this expression
goes away when evaluated. It's presented here in full, as in theory
you could set AngleMod to some other value. The angle
is the angle of collision between the two objects. Specifically,
it is the direction of the attacker compared to the normal of the
surface hit of the defender. 0 degrees is head-on. So, for airplanes
the final value is simply 1, i.e. the angle an object collides with
the plane does not matter, the plane will take full damage. For
other objects, this term falls off with angle, e.g. 0 degrees gives
1.0, 30 degrees gives 0.978, 60 degrees gives 0.707, 80 degrees
gives 0.270, 90 degrees gives 0.0. So hitting at anything but a
glancing blow does nearly full damage.
So, for our jeep crashing into a Tiger, say the
jeep is going 20 meters/second (about 45 MPH) relative to the Tiger
when it hits. It impacts at an angle of 20 degrees. The equation
Hitpoints = MaterialDamage
* DamageMod * VelocityMod * CollisionAngleMod
Hitpoints = 1 * 0.1 * (20*20 * 0.75) * sine(
cosine( 10 degrees ) * 90 degrees ) = 30
So the Tiger would take this much damage. Note
the large effect that velocity has on this equation: at 30 meters/second
damage goes up to about 67.5 hitpoints, and 40 meters/second does
120 hitpoints of damage.
Soldier/Object Collision Damage
Soldier/object damage computation is still more
involved. First, if the relative speed is less than 8 meters/second
(about 18 MPH), the soldier takes no damage, i.e. it's usually hard
for a soldier to hurt himself running around. If this speed is greater,
then the soldier's contribution to the speed has 8 meters/second
subtracted from it if both objects are dynamic (i.e. the other object
can move; the soldier is not falling onto a static object). In other
words, a soldier can still hurt himself by falling, but the effect
of running towards an oncoming vehicle vs. running away is ignored.
There is no armor modifier, but a height modifier becomes important:
Hitpoints = MaterialDamage
* DamageMod * VelocityMod * HeightMod * HeightMod
These are computed as before, with the addition
of the HeightMod value and a modification of theCollisionAngleMod
height is calculated as the vertical distance before the collision
took place between the soldier and the object he's hitting. This
height value is also affected by the soldier's damping ability.
The rocketeer class has a damping value of 0.0, which is found in
objects\Items\GerEliteKit\Common\Objects.con as the property
ObjectTemplate.Damping. The height value is multiplied by
this damping value (if present) to give the effective height. The
height modification factor is computed based on this effective height
and the relative speed. The HeightModis set to 1 (i.e. no
effect) if the height is less than a meter, otherwise the HeightMod
is set to the effective height. Note that the HeightModvalue
is squared in the final equation.
value is computed as before, but then may be modified due to the
height of a fall or the relative speed of the collision. If the
height before damping is between 1 and 2 meters, the CollisionAngleMod
is set to "(1-CollisionAngleMod)*(height-1) +
this means is that for a fall of 1 meter theCollisionAngleMod
value is used as is, at 2 meters this value is goes to 1, and between
these two heights this value is interpolated between the two. In
other words, as the distance fallen increases, the angle of impact
matters less - a long fall is a long fall. At a height of more than
2 meters this value is always set to the maximum value of 1. However,
we're not done yet. The relative speed (minus the soldier's contribution,
as explained above) is checked: if this value is 30 meters/second
or more, theCollisionAngleMod is set to its maximum of 1.
If the speed is between 10 and 30, then this modifier is again interpolated
between these two: "(1 - CollisionAngleMod)*((speed
- 10)/20) +CollisionAngleMod". The intent is again to
ignore the angle of impact when the collision speed is fairly high.
So, let's keep our example simple: a soldier
hits the ground at a speed of 15 meters/second, with a height fall
in 1/30th of a second of 0.45 meters. The speed is greater than
8 meters/second, so damage will be computed. The ground is a static
object, so there is no reduction in the soldier's speed due to being
hit by a dynamic object (a vehicle, wreckage, etc). TheMaterialDamage
value is found in materialManagerDefine.con, and is 30 for
all ground/water materials 0-15. The DamageMod value is in
the MaterialManagerSettings.con file, and for attack materials
0-15 (different types of ground, the exception is Material 1 is
water) and for defense material 41 (soldier's trunk) theDamageMod
is 0.001. The SpeedMod for a soldier is found in CommonSoldierData.inc,
and is 0.5. Say the CollisionAngleModis originally 0.9. Because
the speed is between 10 and 20 meters/second, this value would be
= (1 - CollisionAngleMod)*((speed - 10)/20) + CollisionAngleMod
New CollisionAngleMod = (1
- 0.9)*((15 - 10)/20) + 0.9 = 0.925
The CollisionAngleMod is not affected
by the height, since the height is less than 1. The HeightMod
is forced to 1, since the height is less than 1.
Hitpoints = MaterialDamage
* DamageMod * VelocityMod * HeightMod * HeightMod
Hitpoints = 30 * 0.001 * (15*15*0.5) * 1 * 1 * 0.925
= 3.1 hitpoints
Effects page details a wide range of experiments of ramming
one vehicle into another, to give a sense of what these collision
effects mean in practice.
Some vehicles stop moving and take damage by
themselves when heavily damaged. The idea is that if a vehicle is
nearly destroyed, it's probably on fire and will soon be fully destroyed
on its own. The relevant values in the object's Objects.con
The criticalDamage value is the
number of hitpoints at or below which the object starts to self-destruct.
This is usually about 10%-20% of the maxhitpoints, though
can vary on up to 50%. The hpLostWhileCriticalDamage value
gives how many hitpoints are lost per second when in the critical
zone. Note that normally an engineer can repair at a faster rate
than this damage rate and so can bring a vehicle back from the brink.
The repair factor is set in as "objectTemplate.repairFactor
0.15", which is how much is repaired per 1/30th of a second,
i.e. 4.5 hitpoints per second. While we are on the topic, medics
heal using "objectTemplate.healFactor 0.25" for
others (7.5 hitpoints/second) and "objectTemplate.selfHealFactor
0.15" (4.5 hitpoints/second) for themselves.
This type of damage occurs when a vehicle is
moved away from its spawn point and then left unattended. The vehicle
will self-destruct after a certain amount of time. This type of
damage is important for game play, as it means that abandoned vehicles
will eventually disappear and then get replaced at its original
spawn point. Unlike most other damage factors, these settings are
found in the level's battle type ObjectSpawnTemplates.con
file, e.g. Bf1942\Levels\Anzio\Conquest\ObjectSpawnTemplates.con.
Here is an example:
These settings mean that if the vehicle is moved
40 meters or more away from its spawn point, it will have 45 seconds
to live unattended. After this period, the vehicle will take 10
hitpoints of damage each second.
If an object's Objects.con has this property
then the object takes this much damage per second
when it is determined to be upside-down (even the slightest bit,
i.e. rocking back and forth on its side).
If an object's Objects.con has these properties
then it takes the amount of damage per second
specified by hpLostWhileDamageFromWater when touching water.
For soldiers, the standard definition, in objects\Soldiers\Common\CommonSoldierData.inc,
The additional value WaterDamageDelay
delays drowning damage for 90 seconds, then damage takes place at
a hitpoint per second.
After nine seconds you take damage when you leave
the battlefield, and a fully healthy soldier will then die in about
six seconds. The game detects out of bounds by finding color "7",
a specific terrain type, in the battle's materialmap.raw file. The
relevant property for setting the amount of damage taken per second
is game.damageForBeingOutsideWorld <float>, which defaults
to 5.0 hitpoints per second. There is no command for changing the
The damage.pl damage analysis program
in the damage program archive
can be used to analyze and debug any mod's weapons and armor behavior.
The Damage Page
is an example of output from this script, giving an analysis of
BF 1942 and its two expansions.
To use this Perl program, you first need to
install a Perl distribution, if you do not have one. ActiveState's
Perl distribution is free and high quality.
To run the damage.pl script, you need
to do a few things:
You're now ready to run the perl script. To
analyze the damage system for the mod, type:
- Extract the damage.pl file from damage.zip
to some directory, say C:\perlprogs.
- Extract the Objects.rfa and levels\Game.rfa
files to some new directory. This is done by using the MDT's winRFA.exe
program, at C:\Program Files\EA GAMES\Battlefield 1942\Mod
Development Toolkit\Tools\RFA Tools\winRFA.exe and opening
up each .rfa file.
- Open up a command prompt window. Click "Start
| Run..." and type "cmd.exe".
- In the command window go to the directory
where you unpacked the .rfa files. The program will examine all
.con and .inc files found in this directory and all subdirectories.
perl c:\perlprogs\damage.pl > myweapons.htm
This generates the analysis. Note that some
of the information in this analysis is not generated by the program.
Specifically, the "Direct Hit Defense Material IDs" section is not.
This information is stored in the defenders' collision meshes, which
the program does not analyze.
There are a few user options, including the
ability to set table names for Desert Combat and Eve of
Destruction weapons, and to see the (usually) unused armor types.
You enable or disable these by editing the damage.pl file
itself; the options are near the top of the file.
This program is not perfect. Since it does not
have access to all the collision mesh materials, it will not find
names for armor materials used on meshes but not used as splash
damage materials anywhere. Set $showallarmor=1 in the program
if you want to see all armor types.
For Battlefield 1942 with the Secret Weapons
expansion, the program will detect and warn that the MaterialDamage
value for materials 256 and 257 gets reset. This is actually a feature,
in that the .con files should normally not do this. The DP 1928
assault gun and the Wasserfall rocket were accidentally assigned
to the same attack material, so these weapons cannot be used in
the same mod without some work to redefine the material of one or
Damage Page for much related information and a full rundown
of BF weapons and armor. The Weapons
Effects chart is a more readable (though less precise) presentation
based on the Damage Page, and also includes data from empirical
Thanks to Trevor Larkum for first outlining the
basics of the projectile damage system to me, and to Patrik P. and
the other programmers at DICE for answering my questions.