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It can be seen that material 218 is placed under the "rifle" heading, and has a materialDamage value of 5. Going back to the MaterialManagerDefine file, one can search for said material by searching for, in this case, 218. In SniperProjectile's case, it is material 218. This sets down which projectile type refers to which material type.
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The objects/handweapons/common file directory has a configuration file named projectile. For example, the M14's is SniperProjectile. Sometimes it's specific, and sometimes what is written is vague. This file usually has a ObjectTemplate.projectileTemplate line which determines what kind of projectile it fires.
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The weapon of interest has an objects configuration file in its primary directory. However, the material pairings remain the determinant factor in final damage.įirstly, the MaterialManager.materialDamage line within the materialManagerDefine configuration file determines how much basic damage a material does. Post- Battlefield 2, the damage is determined on a per-weapon basis, inside of the weapon's configuration file itself. This can make deciphering the intended damage of a weapon rather cryptic, as there are several factors in determining final damage. This means that damage is determined by the type of material a weapon spawns in its barrel rather than the weapon itself. Refractor 2-era Battlefield games pre- Battlefield 2 have a material-based damage system rather than a direct, weapon-based damage system.