TTT Gun Stats

Discussion in 'Trouble in Terrorist Town' started by Sneaks, Feb 1, 2013.

  1. Sneaks

    Sneaks Member

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    I spent the day checking out guns in TTT and noting down their stats mainly because I like to know how my guns work and because there is a lack of gun stats available for TTT on the whole. In order to remedy the situation and help players who may be interested, I'll post them here.

    btw i combined arm and leg hit boxes because they seem to register about the same amount of damage
    The time to shots is the amount of time it takes to empty a clip while holding the trigger.
    All stats are with 1000 and above karma
    Reload time may vary by one second but only in the upwards direction.
    Damage does tend to bounce around. Damage should only vary by five,maximum 10, in either direction,if it does at all.

    Secondary Weapons

    Deagle
    Arm/leg-20
    torso-37
    head-148
    5 seconds,8 shots
    2 second reload

    Pistol
    Arm/Leg-14
    Torso-25
    Head-68
    7 seconds,20 shots
    3 second reload

    Glock ♥
    Arm/Leg-7
    Torso-12
    Head-21
    2 seconds, 20 shots
    2 seconds reload

    Primary Weapons

    Rifle ♥
    Arm/leg-27
    Torso-50
    Head-200
    14 seconds,10 shots
    2 second reload

    Mac10
    Arm/leg-8
    Torso-12
    Head-20
    2 seconds 30 rounds
    3 second reload

    M16
    Arm/Leg-13
    Torso-23
    Head-62
    4 seconds 20 rounds
    2-3 seconds-looks a bit funny could be me though.

    Shotgun
    Arm/Leg-N/A-It is ridiculously difficult to get a shot on just one leg or arm w. a shotgun. RIDICULOUSLY.
    Torso-78
    Head-127
    6 seconds,8 shots
    4 second to reload whole clip(2 shots a second)

    M.249
    Arm/Leg-4
    Torso-7
    Head-15
    10 seconds,150 shots

    silenced pistol
    Arm/leg-15
    Torso-28
    head-76
    4 seconds, 20 shots
    3 second reload

    UMP
    Arm/leg-5
    Torso-9? seems awfully strange but was consistent, May have to try on a holstered opponent
    Head-41
    3 seconds,30shots
    4 seconds reload


    incen/smoke/discom-5 seconds to detonation
    incen dmg-In the future, add shall I.
     
  2. dudecall

    dudecall Member

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    very nice job dude pros to you sir
     
  3. Teddi

    Teddi Well-Known Member Bear

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    Code:
          if IsValid(wep) then
             local s = wep:GetHeadshotMultiplier(ply, dmginfo) or 2
             dmginfo:ScaleDamage(s)
          end
       elseif (hitgroup == HITGROUP_LEFTARM or
               hitgroup == HITGROUP_RIGHTARM or
               hitgroup == HITGROUP_LEFTLEG or
               hitgroup == HITGROUP_RIGHTLEG or
               hitgroup == HITGROUP_GEAR ) then
    
          dmginfo:ScaleDamage(0.55)
       end
    
    Or if you like, Headshots are x2 base damage, everywhere else is 0.55 of base damage other than the torso which is 1x normal damage.

    If you have bodyarmour, it's a 70% damage reduction everywhere (including head).
     
  4. dudecall

    dudecall Member

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    well fine teddi ruin all his fun :p
     
  5. Elk

    Elk ecology enthusiast

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    Teddi has to be all technical.
     
  6. Sneaks

    Sneaks Member

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    is it the same for goomba stomps and incends?
     
  7. Teddi

    Teddi Well-Known Member Bear

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    But I've not posted individual weapon stats! Just how it affects the player when shot in certain areas

    Code:
       -- Keep ignite-burn damage etc on old levels
       if (dmginfo:IsDamageType(DMG_DIRECT) or
           dmginfo:IsExplosionDamage() or
           dmginfo:IsDamageType(DMG_FALL) or
           dmginfo:IsDamageType(DMG_PHYSGUN)) then
          dmginfo:ScaleDamage(2)
       end
    end
    Or if you prefer, anything that isn't bullet damage (bar fire) for the most part is doubled. So fall speed is distance * 1.speed * 2 which is why even with boots you can't fall from stupidly high falls, even if you only take 10% of the overall damage you'd usually take. However because of this you also get huge savings on fall damage.

    Goomba stomps is the usual fall algorithm, however you then divide the overall result by 3.

    Fire is a bit different as it depends on a few things.