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{{Classification|silver}}The '''Refractor''' engine, is a game engine designed by Stockholm-based studio [[Refraction Games]], first developed for the computer game, ''[[Codename Eagle]]'', which was released in March 2000.
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{{Classification|silver}}
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The '''Refractor''' engine, is a game engine designed by Stockholm-based studio [[Refraction Games]], first developed for the computer game, ''[[Codename Eagle]]'', which was released in March 2000.
   
After this, Refraction Games was purchased by [[Digital Illusions CE]] and the Refractor 2 engine was developed for use in the [[Battlefield Series]] on PC. The development of ''[[Battlefield: Bad Company]]'' marked the end of DICE's use of the engine in favor of their new [[Frostbite Engine]]. The engine, however, continued to be used in the free-to-play online games in the series by [[Easy Studios]] (such as ''[[Battlefield Play4Free]]''), along with some input by DICE, until 2015, when the free to play games were shut down.
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After this, Refraction Games was purchased by [[Digital Illusions CE]] and the Refractor 2 engine was developed for use in the [[Battlefield Series]] on PC. The development of ''[[Battlefield: Bad Company]]'' marked the end of DICE's use of the engine in favor of their new [[Frostbite Engine]]. The engine, however, is still used in the free-to-play online games in the series by [[Easy Studios]] (such as ''[[Battlefield Play4Free]]''), along with some input by DICE.
   
 
==Games==
 
==Games==
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The two other modifiers are damage drop-off over distance and the angle at which the projectile hits its target.
 
The two other modifiers are damage drop-off over distance and the angle at which the projectile hits its target.
   
The angle damage is determined by
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The angle damage is determined by <math>Cos(angle)</math>. So, zero degrees means the multiplier remains at 1, while a degree value of 30 changes it to 0.866. The modified damage is applied to this.
 
<math>Cos(angle)</math>
 
. So, zero degrees means the multiplier remains at 1, while a degree value of 30 changes it to 0.866. The modified damage is applied to this.
 
   
 
In the early games, most weapons do not have damage drop-off, mostly just submachine guns and pistols. There are some lines in the objects file of a weapon which state that the damage drop-off begins at a certain distance (for instance 20 meters) and ends at another (for instance 60 meters) The multiplier for the minimum damage possible is also there, but is only applied when the distance to target is its maximum, and usually the multiplier is 1 anyway, so there is no change.
 
In the early games, most weapons do not have damage drop-off, mostly just submachine guns and pistols. There are some lines in the objects file of a weapon which state that the damage drop-off begins at a certain distance (for instance 20 meters) and ends at another (for instance 60 meters) The multiplier for the minimum damage possible is also there, but is only applied when the distance to target is its maximum, and usually the multiplier is 1 anyway, so there is no change.
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==Templates==
 
==Templates==
 
[[File:Templates.jpg|thumb|right|350px|The [[CAR-15]]'s ''Battlefield Vietnam'' Objects file. Note all of the objectTemplate lines.]]
 
[[File:Templates.jpg|thumb|right|350px|The [[CAR-15]]'s ''Battlefield Vietnam'' Objects file. Note all of the objectTemplate lines.]]
Almost everything in a Refractor 2 game is based upon a set of object and material templates, which are defined within other file directories. Everything from what the characters wear to what weapons they use to the vehicles that are spawned at the set spawnpoints are determined by a set of object templates in every file. In addition, most object templates are made up of other, less substantial templates. For instance, weapon object templates are usually made up of several, much less substantial parts: a trigger template, a magazine template, a stock template, a chamber template, and a barrel template. The least substantial objects are usually defined as a <code>SimpleObject</code>, meaning that there is nothing else making up the object.
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Almost everything in a Refractor 2 game is based upon a set of object and material templates, which are defined within other file directories. Everything from what the characters wear to what weapons they use to the vehicles that are spawned at the set spawnpoints are determined by a set of object templates in every file. In addition, most object templates are made up of other, less substantial templates. For instance, weapon object templates are usually made up of several, much less substantial parts: a trigger template, a magazine template, a stock template, a chamber template, and a barrel template. The least substantial objects are usually defined as a <code>SimpleObject</code>, meaning that there is nothing else making up the object.
   
 
==Meshes==
 
==Meshes==
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