Apply Radial Damage with Falloff - Dynamic Falloff damage?

Is there a way to do some calculation with the max and min damage to produce a sort of dynamic explosion radius so that its not as cut and dry as say a damage falloff of 2.0 which halves the damage exactly halfway between the inner and outer radius?

I’m trying to make my explosions feel less static and more dynamic, any ideas or suggestions would be really appreciated thank you!

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Is this a calculation for dynamic damage dealt based on height fallen?

yes detection, this is jsut an exampel yu can estend it if you can

Right on, any chance you would be able to sort of walk me through it?

so many examples in images Link Google Yandex

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Thanks!

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