After seeing Rambo_6's post in his SUPERMAWD topic upon response to `moo, along with some others in other various threads, I just don't get how you don't see the relationship between speed, damage, and health.
Both speed and damage deduct from health (yes, even if Damage=0 the speed still hurts) when positive #s. Even if a # is negative the other is a high enough positive it will balance it out (and I think explosions have some second, hard-coded damage count). The statistic in weapons.INI is only for -initial- speed upon launch, if you read Marcinkowski's text at the top; therefore it is impossible to calculate how much health a weapon takes away from a soldier because the health-affecting speed is always changing by gravity (very little from fast weapons like the Barret but still)*; that's why some long-distance knife throws don't kill. If both #s are negative or if one is negative and the other isn't positive enough to balance it out (third factor: in the match also if gravity doesn't contribute to its speed enough), then the weapon will heal. I'd almost be willing to bet anything you want that it can never be exactly balanced to the point where it will do nothing to health; it will always either heal or hurt. So, Rambo', if you want your Diarrhea (xD) to hurt just up Damage so much that it covers over the negative speed.
Exempli gratia if you want a non-lethal but still fast LAW keep the speed but put damage in the negative hundreds (forgot exactly how many hundreds). ¡It's that simple!
[/rant about nothing important but which may help future mods :-P]
* - Sure, you can get a rough estimation but that can greatly change from firing at an enemy below you (where the gravity will add to its strength) as to an enemy above you (where gravity will make it injure less).
Both speed and damage deduct from health (yes, even if Damage=0 the speed still hurts) when positive #s. Even if a # is negative the other is a high enough positive it will balance it out (and I think explosions have some second, hard-coded damage count). The statistic in weapons.INI is only for -initial- speed upon launch, if you read Marcinkowski's text at the top; therefore it is impossible to calculate how much health a weapon takes away from a soldier because the health-affecting speed is always changing by gravity (very little from fast weapons like the Barret but still)*; that's why some long-distance knife throws don't kill. If both #s are negative or if one is negative and the other isn't positive enough to balance it out (third factor: in the match also if gravity doesn't contribute to its speed enough), then the weapon will heal. I'd almost be willing to bet anything you want that it can never be exactly balanced to the point where it will do nothing to health; it will always either heal or hurt. So, Rambo', if you want your Diarrhea (xD) to hurt just up Damage so much that it covers over the negative speed.
Exempli gratia if you want a non-lethal but still fast LAW keep the speed but put damage in the negative hundreds (forgot exactly how many hundreds). ¡It's that simple!
[/rant about nothing important but which may help future mods :-P]
* - Sure, you can get a rough estimation but that can greatly change from firing at an enemy below you (where the gravity will add to its strength) as to an enemy above you (where gravity will make it injure less).