Data Realms Fan Forums http://45.55.195.193/ |
|
How to create a full face helmet without killing the actor? http://45.55.195.193/viewtopic.php?f=1&t=44452 |
Page 1 of 1 |
Author: | nubbles [ Tue Jan 01, 2013 3:54 am ] |
Post subject: | How to create a full face helmet without killing the actor? |
Basically, I have an actor that I wish to add a full-face helmet too (A Combine Soldier from the CMB Revisited Mod), I want to create a helmet that covers the entire head, and at the same time stops bullets from hitting his head, but whenever I set the mass of the helmet to zero, bullets pass right through it, and when I set it to more than zero, (basically any number), it stops bullets but when broken, the actor dies as well. Is there any way to fix this? |
Author: | Coops [ Tue Jan 01, 2013 4:03 am ] |
Post subject: | Re: How to create a full face helmet without killing the actor? |
This means the JointStiffness variable on your helmet is too high. look for that variable in the code and play around with it. Be careful though, set it too high and scary things happen when the helmet breaks. |
Author: | nubbles [ Tue Jan 01, 2013 4:34 am ] |
Post subject: | Re: How to create a full face helmet without killing the actor? |
What happens when the jointstiffness is too low, and what does jointstiffness do for legs and arms? |
Author: | nubbles [ Tue Jan 01, 2013 5:03 am ] |
Post subject: | Re: How to create a full face helmet without killing the actor? |
I tried what you said, and the combine's head no longer explodes upon helmet termination, but now it just falls over dead instead, head intact. |
Author: | Coops [ Tue Jan 01, 2013 5:15 am ] |
Post subject: | Re: How to create a full face helmet without killing the actor? |
What's the BreakWound for the helmet? |
Author: | nubbles [ Tue Jan 01, 2013 5:27 am ] |
Post subject: | Re: How to create a full face helmet without killing the actor? |
The entire thing for the helmet is: AddEffect = Attachable PresetName = Combine Hack Helmet Elite Mass = 1 Sharpness = 0 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = CMB.rte\Sprites\Actors\EliteHead.bmp FrameCount = 1 SpriteOffset = Vector X = -2 Y = -7 AngularVel = 6 EntryWound = None ExitWound = None AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 1 DeepCheck = 1 JointStrength = 100 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Wound Flesh Body JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 GibImpulseLimit = 99999 GibWoundLimit = 18 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Metal Rusty Small A Offset = Vector X = 1 Y = 4.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Offset = Vector X = -1 Y = -7.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Micro A Offset = Vector X = 0.5 Y = -8 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Micro A Offset = Vector X = 1.5 Y = -1 |
Author: | nubbles [ Tue Jan 01, 2013 5:39 am ] |
Post subject: | Re: How to create a full face helmet without killing the actor? |
Ah, I fixed the issue. I simply set the breakwound to "Null Emitter". Thanks for your help! |
Page 1 of 1 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |