Author |
Message |
NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
|
Is joint strength how hard it is for limbs to fall off?
I'm trying to make an actor that can jetpack slam other actors without his limbs falling off, or taking any damage, i already tried upping joint strength but limbs still fall off pretty easy, and he still takes damage from high speed impacts, which i don't want.
|
Sun Oct 14, 2007 5:46 pm |
|
|
3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
|
Re: Is joint strength how hard it is for limbs to fall off?
As far as I know, it's impossible to stop falling damage (crashing into things included).
The best I could think of doing was upping the health, alteast it would survive more crashes.
|
Sun Oct 14, 2007 6:41 pm |
|
|
Electroclan
Joined: Sat Jun 30, 2007 4:39 am Posts: 521
|
Re: Is joint strength how hard it is for limbs to fall off?
NeoSeeker wrote: I'm trying to make an actor that can jetpack slam other actors without his limbs falling off, or taking any damage, i already tried upping joint strength but limbs still fall off pretty easy, and he still takes damage from high speed impacts, which i don't want. Try adding this below the Health variable on the Body section of your AHuman Actor: Code: ImpulseDamageThreshold = 999999
It may not work at all, so I can't help you anymore on that if it doesn't. You also might want to set GibImpulseLimit to 999999 on all parts as well, if you already haven't. JointStrength works differently for some parts. JointStrength on the arms mostly determines how much force it will take to knock the gun out of the actor's hands. JointStrength on the legs determines if the actor's legs can support the body. I think, anyway. We need someone with more experience on AHuman to testify.
|
Sun Oct 14, 2007 7:31 pm |
|
|
No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
|
Re: Is joint strength how hard it is for limbs to fall off?
Electroclan wrote: JointStrength works differently for some parts. JointStrength on the arms mostly determines how much force it will take to knock the gun out of the actor's hands. JointStrength on the legs determines if the actor's legs can support the body. Actually, Jointstrength on the arms defines how muc strength it requires to rip it off, same for the legs. There's actually a Jointstrength in the HDFirearm codes which defines the force needed to knock it off. For example: The pistol's Jointstrength = 75 Basically, Jointstrength define's how strong something is attached to something else.
|
Sun Oct 14, 2007 9:40 pm |
|
|
Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
|
Re: Is joint strength how hard it is for limbs to fall off?
I think if you increase the structural integrity, they're less likely to take damage from falling. I'm probably wrong though.
|
Sun Oct 14, 2007 9:41 pm |
|
|
NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
|
Re: Is joint strength how hard it is for limbs to fall off?
metal chao wrote: I think if you increase the structural integrity, they're less likely to take damage from falling. I'm probably wrong though. This actor is made out of a certain variant i made of the test material, it's almost impossible to damage. Its only weakness is the joints (legs getting blown off by explosives, but it takes a giant explosive to do so) and Impact damage.
|
Sun Oct 14, 2007 10:20 pm |
|
|
No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
|
Re: Is joint strength how hard it is for limbs to fall off?
NeoSeeker wrote: metal chao wrote: I think if you increase the structural integrity, they're less likely to take damage from falling. I'm probably wrong though. This actor is made out of a certain variant i made of the test material, it's almost impossible to damage. Its only weakness is the joints (legs getting blown off by explosives, but it takes a giant explosive to do so) and Impact damage. Set the joint strength real high.
|
Sun Oct 14, 2007 11:15 pm |
|
|
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: Is joint strength how hard it is for limbs to fall off?
^^The last time I did that my clone's legs it flipped upside down and blew off at random directions incinerating everything in the way.
It was pretty cool though.
|
Mon Oct 15, 2007 1:58 pm |
|
|
3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
|
Re: Is joint strength how hard it is for limbs to fall off?
Missile launcher clone.
I've got to see this.
|
Mon Oct 15, 2007 6:16 pm |
|
|
Ringwall
Joined: Tue Apr 17, 2007 9:03 pm Posts: 46 Location: Canada- smeels reel gud
|
Re: Is joint strength how hard it is for limbs to fall off?
Actually none of that will stop the actor from gibbing if it hits the ground with enough force. To make them never die from hitting the ground, go into the data for every limb and change the gibimpulselimit to a million or something. Gib impulse limit is how much they can withstand before they 'gib'.
|
Tue Oct 30, 2007 9:01 pm |
|
|
ZyreX
Joined: Tue Jul 10, 2007 1:05 pm Posts: 104 Location: manila, philippines
|
Re: Is joint strength how hard it is for limbs to fall off?
Well, the Maximillian actor is pretty hard to take a limb off, the only easy thing I find to take is the head, maybe ask permission and base it off from that actor?
|
Wed Oct 31, 2007 4:19 am |
|
|
|