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 What affects actor durability? 
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Joined: Sun Jul 02, 2017 1:53 pm
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Post What affects actor durability?
I am trying to make a more durable actor, but not a god mode one. I took inspiration from general video game protagonists.
An actor that can survive a lot, but also die if you are careless.

Changing woundLimit only affects the amount of shots required till the limb is lost. My actor is still extremely easy to kill despite making this value high. Only difference I made is he is not loosing limbs.

Could someone tell me what should I look for, or what affects the general damage received from bullets?
Would appreciate it.

Thanks in advance.


Mon Jul 03, 2017 12:24 pm
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Post Re: What affects actor durability?
erik9631 wrote:
I am trying to make a more durable actor, but not a god mode one. I took inspiration from general video game protagonists.
An actor that can survive a lot, but also die if you are careless.

Changing woundLimit only affects the amount of shots required till the limb is lost. My actor is still extremely easy to kill despite making this value high. Only difference I made is he is not loosing limbs.

Could someone tell me what should I look for, or what affects the general damage received from bullets?
Would appreciate it.

Thanks in advance.


Materials (Kevlared Flesh, Civilian Stuff, etc.) and Wounds (Wound Flesh Entry/Exit, Dent Metal) play a role in how much the character can handle.
Wounds are set to also emit blood and oil or some other particles, but also sounds. Each wound is set to damage the actor. Damaging the actor can be removed completely but then you wouldn't know how "Dead" the actor is.

You have to make a new wound and add it to the actor to make it resist more. As an example lets use the "Dent Metal" wound.

Code:
AddEffect = AEmitter
   CopyOf = Dent Metal No Spark
   PresetName = Dent Metal
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Spark Yellow 1
      Spread = 0.2
      MaxVelocity = 6
      MinVelocity = 3
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Spark Yellow 2
      Spread = 0.2
      MaxVelocity = 6
      MinVelocity = 3
//   EmissionSound = Sound
//      AddSample = ContentFile
//         FilePath = Base.rte/
//      LoopSetting = -1 // Means loop infinitely until stopped
   BurstSound = Sound
      CopyOf = Metal Penetration Hit
//   EndSound = Sound
//      AddSample = ContentFile
//         FilePath = Base.rte/
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 0
   BurstSize = 10
   BurstScale = 4
   BurstDamage = 1
   BurstTriggered = 1
   EmissionDamage = 0
   Flash = None
   FlashOnlyOnBurst = 0


As you can see it has an emission that emits sparks when bursting, which happens when your character gets shot.
If i remember correctly you can change the "BurstDamage" to something really low then your hp on the actor will go down a little bit instead of a lot when being shot.

0.06?
Test it out and see.

You can also have an "exitwound" that closes the wound up so no continuous damage occur from it. This apply to the flesh wounds and oil wounds (Robot wounds).
But you dont have to do that and you can just use the same wound for the exitwound aswell.

Go to Base.rte/Effects/Wounds then open the Wounds.ini. Copy something like the "Wound Flesh Entry" and exit and try things out.
Dont forget to change the PresetNames to something of your own though when copying.

GibImpulseLimit = 3000
Can also be changed to affect how much force he can handle, Falls etc.


Mon Jul 03, 2017 9:12 pm
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