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Commit e3d72487 authored by Fisher, Alexander (Alex) (Capt)'s avatar Fisher, Alexander (Alex) (Capt)
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Update README

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...@@ -11,7 +11,8 @@ with an M240 machine gun with a range of 1000m firing at the rapid rate (200 rou ...@@ -11,7 +11,8 @@ with an M240 machine gun with a range of 1000m firing at the rapid rate (200 rou
After a few seconds of firing, the threat has been neutralized and the simulation ends. After a few seconds of firing, the threat has been neutralized and the simulation ends.
You will notice a few things in this code that can be changed by the user for simulating You will notice a few things in this code that can be changed by the user for simulating
different scenarios and effects. First, there are three different detonation effects used depending on the probability of detonation used. If we set a low probability of the detonation, the effect will be a dud. different scenarios and effects. First, there are three different detonation effects used depending on the
probability of detonation used. If we set a low probability of the detonation, the effect will be a dud.
If we put a medium probability (0.2-0.8) then we receive a proximate detonation. If we use a high detonation If we put a medium probability (0.2-0.8) then we receive a proximate detonation. If we use a high detonation
rate (>0.8) then we will see a direct hit. Future developers could then assess levels of damage based on this. rate (>0.8) then we will see a direct hit. Future developers could then assess levels of damage based on this.
I have also added a contactCounter. This can be used to see effects on the enemy based on marksmanship of I have also added a contactCounter. This can be used to see effects on the enemy based on marksmanship of
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