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 A few questions about ini 
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Joined: Sun Apr 25, 2010 12:04 am
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Post A few questions about ini
Hi im new and getting better at spriting and ini, a few questions if you could help.

1.
How do I change the strength of an actor's armor/flesh?
2.
How do I change the strength/damage of a bullet(Not sharpness or speed of the round).
3.
If I don't want the enemy to spawn, how do I stop that?(Without changing skirmish activities).


Thanks if you can help :grin:


Sun May 09, 2010 10:07 am
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Post Re: A few questions about ini
1-You can increase GibWoundLimit , GibImpulse , JointStrength or/and change the material , all Cortex command original materials are in: base.rte/Materials.ini

2-Incrasing the mass , incresing the mass will incrase the recoil too , so you must increase the actor's mass.

3-You cant change anything in-game.


Sun May 09, 2010 12:13 pm
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Post Re: A few questions about ini
1
You'll be needing to change its material to something stronger or define your own material and set it to that.
2
A bullet will be able to penetrate into more targets if it is sharper, faster or heavier. It will hit more times at once if you increase the particle count. It will do more damage if you add Lua that does that. Increasing the actor's mass will not change its propensity to get splattered by its own guns, you need gibimpulselimit for that.
3
You can either change skirmish activities or get someone here to make a Lua thing that automatically deletes everything near the top of the map.


Sun May 09, 2010 12:19 pm
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Post Re: A few questions about ini
411570N3 wrote:
1
You'll be needing to change its material to something stronger or define your own material and set it to that.
2
A bullet will be able to penetrate into more targets if it is sharper, faster or heavier. It will hit more times at once if you increase the particle count. It will do more damage if you add Lua that does that. Increasing the actor's mass will not change its propensity to get splattered by its own guns, you need gibimpulselimit for that.
3
You can either change skirmish activities or get someone here to make a Lua thing that automatically deletes everything near the top of the map.


1-yes chaning material , making custom wounds too ...

2-increasing the actor's mass don't change nothing?I'm sorry , thanks.

3-lua too , forgot this.


Sun May 09, 2010 1:56 pm
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Post Re: A few questions about ini
Custom wounds would merely allow you to change the amount of damage caused when a wound does occur, not its ability to occur. Though just removing wounds makes the actor immune to bullet wounds, meaning it can only be killed by impacts.


Sun May 09, 2010 2:11 pm
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Post Re: A few questions about ini
CCnewplayer wrote:
1-You can increase GibWoundLimit , GibImpulse , JointStrength or/and change the material , all Cortex command original materials are in: base.rte/Materials.ini

2-Incrasing the mass , incresing the mass will incrase the recoil too , so you must increase the actor's mass.

3-You cant change anything in-game.


I don't mean any offense, but if you're only answering 1/3 questions correctly, you probably shouldn't be answering help threads yet. Misinformation is especially damaging in a game in which so much is already loosely documented/explained/known.


Sun May 09, 2010 2:41 pm
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Post Re: A few questions about ini
Well they're not really that incorrect.
The only thing is that he left out the gibimpulselimit thing. You still have to increase the actor's mass if you don't want to be able to use the gun as a jet pack.
Anyway, it's not like I can tell people off about being incorrect in these threads.


Sun May 09, 2010 2:48 pm
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Post Re: A few questions about ini
Honestly the only good way to balance out shot mass vs. actor mass is to just remove recoil altogether using the gun fires emitter that fires emitter that fires round business.
If you mess with mass of the round you make the round have huge recoil, and if you try to increase the actor's mass and GibImpulse, then you make him unnecessarily stronger, his jetpack much weaker/more powerful depending on how much he's holding, etc.

Basically it's a good idea to leave the mass balance out of the equation, at least in my opinion.


Sun May 09, 2010 3:20 pm
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Post Re: A few questions about ini
Yeah, you either fire an emitter that fire the bullet, fire a tdexplosive that gibs the bullet, fire the bullet that's lighter but change its mass in Lua or fire a particle that creates your bullets via Lua.


Sun May 09, 2010 3:25 pm
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Post Re: A few questions about ini
Edit: wrong method...

just read this: [url]http://forums.datarealms.com/viewtopic.php?f=4&t=17520&hilit=[Faq]+Removing+Spawn[/url]

And do the alt way so you won't have to backup anything.
After your done remove the */


Sun May 09, 2010 6:58 pm
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Post Re: A few questions about ini
CCnewplayer wrote:
1-You can increase GibWoundLimit , GibImpulse , JointStrength or/and change the material , all Cortex command original materials are in: base.rte/Materials.ini

Oh, yeah i'll try that, thanks. :grin:
CCnewplayer wrote:
2-Incrasing the mass , incresing the mass will incrase the recoil too , so you must increase the actor's mass.

Yeah i know, I tried shooting 200 bullets each weighing mass = 50 lol
He sploded.
CCnewplayer wrote:
3-You cant change anything in-game.

I was thinking of LUA or something.
411570N3 wrote:
3
You can either change skirmish activities or get someone here to make a Lua thing that automatically deletes everything near the top of the map.

Thats what i was thinking.


Mon May 10, 2010 8:15 am
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Post Re: A few questions about ini
You'd just get a script that does a for loop on all actors then deletes them if they're above a certain point based on the scene's height. Though you'd want it to only run once every few frames.
So something like:

Create()
Start Timer ('n stuff)
Figure out the y you're checking against, put it into a variable to save cycles
End

Update()
If Timer is above something like 50?
For Actors
If actor is above the altitude limit
If actor isn't dead
If actor is not on your team
Delete actor
End
End
End
End
Reset Timer to zero
End

You'll be needing real syntax though.


Mon May 10, 2010 9:29 am
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