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 How To Make An Actor A Brain/Toughness 
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Joined: Wed Apr 13, 2011 12:38 am
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Post How To Make An Actor A Brain/Toughness
I'm just generally wondering how does one go about making an existing actor a brain.
I'm also wondering how to make an actor's armor tougher/more resistant to damage.


Fri Apr 05, 2013 6:48 am
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Joined: Sat Mar 23, 2013 7:59 am
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Post Re: How To Make An Actor A Brain/Toughness
Hellevator wrote:
I'm just generally wondering how does one go about making an existing actor a brain.
I'm also wondering how to make an actor's armor tougher/more resistant to damage.



Here:

AddToGroup = Brains

this should work as a general rule.


As for the second, this is done through materials, and then using them as such:


AddEffect = MOSRotating
PresetName = Dummy Rib Cage Gib A
Mass = 26.77
HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Dummy.rte/Actors/Dummy/RibCageGibA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -3
Y = -10
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Bone Entry
ExitWound = AEmitter
CopyOf = Wound Bone Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff

Resolution = 4
Depth = 0
DeepCheck = 0
GibImpulseLimit = 85
GibWoundLimit = 3
GibSound = Sound
CopyOf = Bone Crack


Fri Apr 05, 2013 7:04 am
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Joined: Sun Jan 28, 2007 10:32 pm
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Post Re: How To Make An Actor A Brain/Toughness
Yup, adding it to the Brains group is enough to make an actor a Brain.

As for armour/etc. you have to mess with materials - the most important value is the material's StructuralIntegrity. I think an SI of around 500-600 will deflect basic AK rounds; the super-material used for the 40K recomp storm shields has an SI of 12,000 to make it immune to most weapons. Also stuff like the GibWoundLimit and such.


Fri Apr 05, 2013 3:50 pm
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Post Re: How To Make An Actor A Brain/Toughness
Thanks, guys.


Fri Apr 05, 2013 4:17 pm
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