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kdorval14
Joined: Tue Jul 20, 2010 4:28 am Posts: 30 Location: Under a giant mustache.
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augment the resistance of an actor to impact and weapons?
Hi, i need help i would like to augment the resistance of an actor to impact and weapons… but I’ve got no idea how to… so If someone may tell me how, it shoul be really nice from him (or Her)… thanks in advance!
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Mon Sep 06, 2010 10:11 pm |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: augment the resistance of an actor to impact and weapons?
Raise GibImpulseLimit, ImpulseDamageThreshold, and change the materials of which the actor is made. The Materials.ini in Base.rte will tell you what materials are available, and what each will provide in terms of strength, etc.
There are a couple other variables, but unless you want to make an actor nigh-invulnerable, it's not really a big deal.
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Tue Sep 07, 2010 12:46 am |
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kdorval14
Joined: Tue Jul 20, 2010 4:28 am Posts: 30 Location: Under a giant mustache.
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Re: augment the resistance of an actor to impact and weapons?
thanks alot, my good sir! i can now increase the resistance of this little piece of meat! hahaha! it's not that i want to do it ( i'm just curious) but if i wanna make my actor invulnerable, wich variable should i change?
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Tue Sep 07, 2010 1:11 am |
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Mingebag7
Joined: Thu Jul 08, 2010 10:24 pm Posts: 185 Location: Big Applesauce
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Re: augment the resistance of an actor to impact and weapons?
Look for the material the actor/arm/leg/foot/hand/head whatever is made of, it should look like this: AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 Or something similar. Add the line "StructuralIntegrity = " under the "CopyOf = " line and put a number after the equals sign. The higher the number, the more effort it takes for bullets to penetrate and thus you can make a fleshy meatbag walk through hails of sniper fire.
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Tue Sep 07, 2010 7:34 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: augment the resistance of an actor to impact and weapons?
Wow, I never knew that, thanks Mingebag.
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Tue Sep 07, 2010 1:14 pm |
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kdorval14
Joined: Tue Jul 20, 2010 4:28 am Posts: 30 Location: Under a giant mustache.
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Re: augment the resistance of an actor to impact and weapons?
nice ^^
thanks!
if anybody want to add something to the disscusion... it could teach some people some new things... ( as me ^^')
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Tue Sep 07, 2010 11:11 pm |
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Awesomeness
Joined: Sat Jun 19, 2010 5:02 pm Posts: 331 Location: Mekkan
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Re: augment the resistance of an actor to impact and weapons?
I created a Lua script for Ciaran that 100% accurately divides the damage the actor it is attached to takes by a number set in the script: Code: function Create(self) -- The defense of the character. If you put in 2, he takes half damage. If -- you put in 5, he only takes one fifth damage. So higher is better. self.Defense = 10; self.LastHealth = self.Health; self.Alternate = true; self.Counter = 0; end
function Update(self)
if self.Health < self.LastHealth then local diff = self.LastHealth - self.Health; for i = 1, diff do self.Counter = self.Counter + 1; if self.Counter == self.Defense then self.Counter = 0; else self.Health = self.Health + 1; end end end self.LastHealth = self.Health; end
I made it because through with the tweaks you can make I wanted bullets to still hurt him, but not as much, and I wanted him to not bleed to death in an instant. Because even if bullets don't hurt your actor at all, if you get shot for several seconds with a machine gun you'll die of bleeding. Could this be useful to you?
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Tue Sep 07, 2010 11:58 pm |
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kdorval14
Joined: Tue Jul 20, 2010 4:28 am Posts: 30 Location: Under a giant mustache.
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Re: augment the resistance of an actor to impact and weapons?
Yeah, thanks!
but 'bout the previous advice, it's not working O_o ???
still say me that i've got an error... -_-'
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Wed Sep 08, 2010 12:39 am |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: augment the resistance of an actor to impact and weapons?
I'd say stick with oldfashioned .ini coding for this one. Not only is it entirely possible to do it solely with .ini coding, but it's far simpler than with Lua, and more reliable.
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Wed Sep 08, 2010 4:34 am |
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Awesomeness
Joined: Sat Jun 19, 2010 5:02 pm Posts: 331 Location: Mekkan
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Re: augment the resistance of an actor to impact and weapons?
Nocifer wrote: I'd say stick with oldfashioned .ini coding for this one. Not only is it entirely possible to do it solely with .ini coding, but it's far simpler than with Lua, and more reliable. The Lua of my script is 100% reliable... *frown*
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Wed Sep 08, 2010 12:59 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: augment the resistance of an actor to impact and weapons?
So what? It's easier to just do it the .ini way with wounds.
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Wed Sep 08, 2010 1:13 pm |
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