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 Gargant 99% and new ORKS 
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Joined: Mon May 12, 2008 11:54 am
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Location: Ukraine
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Post Gargant 99% and new ORKS
Gargant already ready for 99% but in the same way you wait new ORKS :grin:


Mon Aug 25, 2008 3:27 pm
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Post Re: Gargant 99% and new ORKS
Was wondering where you went. Looking good! :grin:


Mon Aug 25, 2008 3:42 pm
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Post Re: Gargant 99% and new ORKS
Over 100 health, oh dear.


Mon Aug 25, 2008 5:01 pm
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Post Re: Gargant 99% and new ORKS
Hmm, I didn't notice. Yeah, it'd be better if you'd keep it at 100 and use other means to make actors stronger. :)


Mon Aug 25, 2008 5:09 pm
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Post Re: Gargant 99% and new ORKS
I seem that 500 heal this orderly, this Gargant :cool:


Mon Aug 25, 2008 5:46 pm
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This be some mad nice sheet jack fo'real. I be anticipating yo release of this schnizznorf.


Mon Aug 25, 2008 5:54 pm
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Post Re: Gargant 99% and new ORKS
I'm hoping that it rapes in Multiplayer.


Mon Aug 25, 2008 10:51 pm
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Post Re: Gargant 99% and new ORKS
YES! That is epic, something to fight our new mod yay!


Tue Aug 26, 2008 6:10 am
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Gargant 99% and new ORKS
Ork-Gothic wrote:
I seem that 500 heal this orderly, this Gargant :cool:


I understand that you want to make him tough, but this is not the way, it has a small problem there: If you place the Gargant in the bunker building menu, it will not cost the amount you set for it, (for example, 1000 oz gold) it will be 5 times more than that or however that calculation works.


Now instead of setting the health like that you can make the following changes to make him equally more stronger and without bugs.


Code:
   ImpulseDamageThreshold = 1600


^By increasing this variable will make him/it more stronger for falling damage.
Its under the Health variable usually.


Next is giving the gargant custom wounds (the metal hole created when a bullet hits the Gargant).

Code:
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal


^These are the ones that cause that -1 damage each time a bullet hits the Gargant. They are emitters and you can use their properties to your advantage.
Lets look at this Dent Metal emitter:

Code:
AddEffect = AEmitter
   PresetName = Dent Metal
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Effects/Wounds/MetalWoundB.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -2
      Y = -2
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 1
   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


^There you go, now lets look at the bottom part more closely, its the important part here:


Code:
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 0
   BurstSize = 10
   BurstScale = 4
   BurstDamage = 1
   BurstTriggered = 1
   EmissionDamage = 0
   Flash = None
   FlashOnlyOnBurst = 0


^Now look there are 2 variables: BurstDamage and EmissionDamage.
Since the Gargant is a giant metal beast, we will not need EmissionDamage now.

Now you want to make the Gargant have 500hp, you can achieve this by setting the BurstDamage to 0,2 (100hp / 5x = 0,2). Now you have a wound that gives only 0,2 damage and this means it takes 500 hits to kill the Gargant HP wise. Remember to set the GibWoundLimit high enough to compensate this.



The meaning of this post is to make modders understand why altering the Health variable for normal controllable units is no good.


Tue Aug 26, 2008 10:00 am
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Post Re: Gargant 99% and new ORKS
as with do Attachable very strong? therefore-that he explode from one rocket


Fri Aug 29, 2008 11:21 am
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Post Re: Gargant 99% and new ORKS
Use GibWoundLimit for your attachables.

The higher this is, the more shots it takes to break the attachable.

GibImpulseLimit is also good for making your soldier stronger. I'm not sure why though.


Mon Sep 01, 2008 8:28 am
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Post Re: Gargant 99% and new ORKS
Can we get an update on this? D:


Tue Sep 09, 2008 12:09 am
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Post Re: Gargant 99% and new ORKS
I'll be honest.
It looks horrid. :???: My opinion.


Tue Sep 09, 2008 6:29 pm
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Location: Behind a DarKlone, trying to pierce its fudging armor!
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Post Re: Gargant 99% and new ORKS
In what way Zinc? This looks extremely detailed, and I can see that it has individual panels and very good shading.

I'm trying the thing as soon as it's available.


Tue Sep 09, 2008 7:50 pm
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Post Re: Gargant 99% and new ORKS
Can we have a beta?


Wed Sep 10, 2008 12:34 am
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