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				 Kunesentai 
				
				
					 Joined: Fri Jan 19, 2007 5:05 am Posts: 3
				 
				 
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				  How to up an actor's resistance to gibbing?  
					
						I'm working on a sort of Clone Commando character, which I want to still take damage/wounds, but not gib from anything less than explosions. I'm fairly new to this modding thing (read: started 2 hours ago) and search didn't seem to come up with anything, so anyone wanna give me some advice? 
					
  
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			| Tue Jul 10, 2007 10:04 am | 
			
				
					 
					
					 
				    
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				 BreenedandScrooned 
				
				
					 Joined: Tue Dec 26, 2006 9:35 am Posts: 481
				 
				 
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						 GibImpulseLimit, and GibWoundLimit. 
					
  
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			| Tue Jul 10, 2007 10:06 am | 
			
				
					 
					
					 
				  
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				 Kunesentai 
				
				
					 Joined: Fri Jan 19, 2007 5:05 am Posts: 3
				 
				 
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						 I've tried tampering with those, and they don't seem to help too much (plus I think a badly-altered combo may have made my guy spill copious waterfalls of blood whenever wounded). About how high do they need to be to resist gibbing past AK47 levels? 
					
  
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			| Tue Jul 10, 2007 10:26 am | 
			
				
					 
					
					 
				    
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				 BreenedandScrooned 
				
				
					 Joined: Tue Dec 26, 2006 9:35 am Posts: 481
				 
				 
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						 Hm...What did you have them at? 
					
  
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			| Tue Jul 10, 2007 10:36 am | 
			
				
					 
					
					 
				  
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				 Alenth Eneil 
				
				
					 Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
				 
				 
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						On fear that I am the only(or one of the only) people who knows about the new stuff for gibbing in B14, I post it here.
 
Code: AddMaterial = Material    Index = ###    InstanceName = Flesh New    CopyOf = Flesh
 
     GibImpulseLimitPerVolumeL = 15 //The amount of force per liter an actor can take before limbs are torn.
 
     GibWoundLimitPerVolumeL = 0.1 //The amount of wounds per liter an actor can take before breaking.  Larger guys can take more punishment.   
   
Those influence how your guy asplodes, it's part of the new physics.  
					
  
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			| Tue Jul 10, 2007 3:12 pm | 
			
				
					 
					
					 
				  
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				 Kunesentai 
				
				
					 Joined: Fri Jan 19, 2007 5:05 am Posts: 3
				 
				 
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						 Oh wow... I can see this turning into a bigger project than I anticipated. Now I've gotta play around with materials as well? >.> 
					
  
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			| Tue Jul 10, 2007 7:07 pm | 
			
				
					 
					
					 
				    
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				 Lord Tim 
				
				
					 Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
				 
				 
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						You could always do something fancy, and just edit the Flesh material when you assign it to the actor. Do something like:
 
+/- some tabs.
 Code:    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Flesh          GibImpulseLimitPerVolumeL = lots          GibWoundLimitPerVolumeL = also lots       Resolution = 2       Depth = 0
   
That doesn't make a whole new material, and it changes the Flesh material for just that one time. It's a lot more nicer and cleaner.
 I think.  
					
  
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			| Tue Jul 10, 2007 8:02 pm | 
			
				
					 
					
					 
				  
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				 venn177 
				
				
					 Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
				 
				 
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						 Well that's CC for yah! 
					
  
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			| Tue Jul 10, 2007 8:14 pm | 
			
				
					 
					
					 
				    
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