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# Simple math problem :)

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Hi and hello! I''m new here so excuse me for any strange questions. Thanks. Anyway, I''m doing a simple wargame and I need a math function that tells me what is the chance of hitting one unit by another with firearm. This function should return a percentage value depending on a distance between units. I know it can''t be a simple linear function but I don''t have any idea how to find a proper one. Would any of you help me please? Thank you!

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Create an armor value for every unit. Create a tohit value for every weapon/unit. Extract the armor from the tohit and create a random number. If the random number is higher then its a hit.

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Thanks Black_Star but you didn''t get what the problem is. All I want is a math formula which tells how much the hit percentage decreases with the distance between units. I cannot use a simple linear one because for example a chance of hitting a target 4yards away is not 2 times smaller than hitting the same target but 2yards away... I hope now it''s clear

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exponential? something sine based perhaps?

A using the -infinity to 0 section of the 1/x based graph looks like the right kind of shape if you translate it a bit into +itive values..

Or you could just build a look up table beforehand and linearly interpolate between values at runtime (or do this anyway if you come up with something complicated to calculate).

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Try using the gravitational force of attraction between two bodies equation and modify it for the probability of a hit. The equation has a distance^2 in the denominator which is applicable in your case.

Amresh
ramresh@dsqsoft.com

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h = chance to hit
d = distance to target (in meters or tiles or whatever)
r = range of unit (in same units as above) r is the distance at which the unit no longer has a chance to hit the target

r > 0
d <= r

h = 200 * (r-d)*(r-d) / (r * r)

this gives a bonus to hit ( h > 100) when d <= 1/4 r
works well when there is armor offsetting the chance to hit, i.e. at close range you have a better chance to find the "chinks" in the armor. or you can cap h at 100% or as many games do, 95%

cheers,
-mat

mat williams
Zero Sum Software
www.zero-sum.com

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Thanks Thathmew!!! That''s the golden formula I was looking for! It produces great numbers and is simple enough to make some changes to it... Big kisses! Just kidding...

Best of luck to you all

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And what about even more queerish Poles? C''mon, you''ve got to love us. Let''s have a shot of vodka my dear anonymous friend...

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I don''t like Anonymous Posters.

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