Re: DR1 Ballistic nano suit
Azukki wrote:
Actually that even gets redefined for the template too.
You should replace Soldier Template Blood Drop on line 150 of wounds.ini with whatever you renamed the first MOPixel in that same .ini
I really need to figure out what to do with the templates.
If I don't redefine everything it encourages modders not to bother changing it, if I do redefine everything it makes it easiest to just leave it redefined comepletely unnecessarily.
Advanced and Simple versions was my initial answer, but that's a gigantic hassle.
Yea Azukki it needs a little work if it's intended for newbies like me we need that simple no code changing template where we could just re-sprite first and simply plug it in game to see how it feels, but with the template you put out here you make noobs (like me) heads implode from frustration because we can't figure out whats wrong. Then we go to the almighty script and Eff that up then we more on to the base.rte to do some serious Effing up. Then we span the forums for help. So simple is good
quick question what's a good material for a fully armored actor I'm going for the whole bullets bounce off(like AAL marines) but still able to be shot off by explosives and "very" high caliber rounds.
Also whats a good setting for the joints, legs, and ect. I want this actor to be fast as F### and strong as Chuck Norris. Seriously I want him to be able to survive firing the AAL MPAM Weapons(yes the really big one)
last one a swear
I got the code for regeneration but I'm not completely sure where to put it and if it would regenerate health too.
here's script I received credit to Geti
Code:
AddEffect = AEmitter
InstanceName = Regen Wound
<Joints, atoms, offsets and sprites>
AddEmission = Emission
<Emission code>
EmissionEnabled = 1
EmissionCountLimit = 6
EmissionsIgnoreThis = 1
ParticlesPerMinute = 120
BurstSize = 2
BurstScale = 0.5
BurstDamage = 2
BurstTriggered = 1
EmissionDamage = -0.33333
<flash stuff, screeneffects>