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 Make a helmet NOT get blown away 
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Joined: Thu Jun 11, 2009 7:28 pm
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Post Make a helmet NOT get blown away
Well, the topic quite summs it up - I have this brain actor, and the only thing protecting the brain is a helm. But it gets blown away way to easily... I have looked at the browncoats helmets, but when I use the same parameters they have it STILL gets blown away!

Code:
   Mass = 3
   JointStrength = 900
   JointStiffness = 0.6


Thats what I tried just now and like two hits and it flew to kingdom come - followed by a shot in the brain case resulting in cottage cheese... :sad:


Fri Oct 16, 2009 2:28 pm
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Post Re: Make a helmet NOT get blown away
I think it's jointstrength that increases it's ability to not fly off.


Fri Oct 16, 2009 2:30 pm
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happy carebear mom
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Post Re: Make a helmet NOT get blown away
Try making it something large, like 900000.


Fri Oct 16, 2009 2:33 pm
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Post Re: Make a helmet NOT get blown away
Well, I have tested that "jointstrength = Alot", but still - four shots from coal pistol and it goes flying... And when I look at the heavy browncoat (white one) I just can't puzzle it togheter


Code:
   JointStrength = 280
   JointStiffness = 0.6
   GibImpulseLimit = 2000


Thats the browncoat and we all know that helm can take zillions of damage!


Fri Oct 16, 2009 2:41 pm
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Post Re: Make a helmet NOT get blown away
It goes flying, or it busts into pieces? The latter is avoided by setting the GibWoundLimit to something like 25. It will take 25 MOPixels before it gibs.


Fri Oct 16, 2009 2:46 pm
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Post Re: Make a helmet NOT get blown away
No it don't go to pieces - it goes flying, tumbling down, falling, tipping over, or hit the deck.

To add some info, The helmet is really a two parter (if this matter i don't know) the first helm (helm 1) is attached to the head (brain case) - and the secound helm (helm 2) is attached to helm 1.

Helm 1 is stronger then helm 2...
Code:
HELM 1
   Mass = 3
   JointStrength = 95000
   JointStiffness = 0.2
   GibImpulseLimit = 5000
   GibWoundLimit = 28

HELM 2
   Mass = 2
   JointStrength = 90000
   JointStiffness = 0.5
   GibImpulseLimit = 4000
   GibWoundLimit = 20


Fri Oct 16, 2009 2:55 pm
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Post Re: Make a helmet NOT get blown away
Try increasing mass?

Or hell, just copy past the entire ini for the browncoats helmet.


Fri Oct 16, 2009 3:25 pm
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Post Re: Make a helmet NOT get blown away
Fiddle with JointStiffness. Mass increase would help, to a degree.


Fri Oct 16, 2009 3:27 pm
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Post Re: Make a helmet NOT get blown away
Why increase the mass? Lowering the mass on the second helmet would mean that less force is applied on the first one during movements.


Fri Oct 16, 2009 3:30 pm
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Post Re: Make a helmet NOT get blown away
All right...

A. Increase/Decrease mass to 25-50 Tip: always make mass proportional to actor or strange things can happen... mostly involving the legs being crushed under the weight of the body/attachables

B. Joint Stiffness = 1 (helmet will not move) Tip: this only does 0-1 (including decimals I.E. 0.3)

C. Joint Strength = 9999999999999 (will tear head off if moved... I think)

D. Delete all gibs for helmet and make it have no gib impulse limit(won't get destroyed by impulses) and make the #of wounds it can take like 10000 (you will never get to 10000 wounds trust me)

E. Make Helmet Material Mega Metal or something really strong (or make your own that is like 1000000 of everything.

EXAMPLE:

AddMaterial = Material
Index = 7 //6, 5 works too
PresetName = Indestructable
Bounce = 0.2
Friction = 0.8
StructuralIntegrity = 2000000000000000
DensityKGPerVolumeL = 20000000000000
GibImpulseLimitPerVolumeL = 150000000000000
GibWoundLimitPerVolumeL = 150000000000000
Priority = 10000000
Color = Color
R = 255
G = 0
B = 0

that will make it not be able to get shot (bullets will bounce off to increase them bouncing off add more to "bounce".

Alright now That should make that @#%$&*!!1!1!!! stay on and if it doesn't I'll just send you the modified coalition soldier I made to you(bullets bounce off him and he doesn't gib)... though I won't be back on til Sunday...

Also:


AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Indestructable
Resolution = 4
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Indestructable
Resolution = 6
Depth = 1


Not sure what DeepCheck Does but if you put it as 1 then it is harder to squish an actor... may have to research this more
DeepCheck = 1 // less squishy

ok now the helmet is basically indestructable

Edit: trollin trollin trollin... and added Tips:


Fri Oct 16, 2009 3:56 pm
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Post Re: Make a helmet NOT get blown away
DeepCheck = 1 makes an actor go through ground when pushed into it, rather than being pushed into ground and getting crushed. Rockets have it.


Fri Oct 16, 2009 6:59 pm
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Post Re: Make a helmet NOT get blown away
Woah thats alot of answers, well I'm gonna try the lot of them righ now! :-?

EDIT: To a degree changing the material to mega metal was a huge success!
The helmet gibs when taking to many hits (still to few though, but thats just to tweak) but now when the helmet goes gibb the brain case dose it to... and the helm gibs have HitsMOs = 0, so they can't cause it?


Fri Oct 16, 2009 7:22 pm
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happy carebear mom
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Post Re: Make a helmet NOT get blown away
Is JointStiffness at 1? That does not affect anything but the amount of force the Attachment transmits to the parent when being affected. If such impulse is high, like when gibbing, it will transmit 100% (1) to the parent and thus will likely gib it. Set it to 0.1 or something.


Fri Oct 16, 2009 7:33 pm
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Post Re: Make a helmet NOT get blown away
I didn't know that.
Very useful to know.
*jots down notes*
You other guys reading should do that same.


Fri Oct 16, 2009 7:39 pm
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Post Re: Make a helmet NOT get blown away
Duh102 wrote:
Is JointStiffness at 1? That does not affect anything but the amount of force the Attachment transmits to the parent when being affected. If such impulse is high, like when gibbing, it will transmit 100% (1) to the parent and thus will likely gib it. Set it to 0.1 or something.


I had it at 0.3 will try 0.1 naaooo!

Thanks!

EDIT: Chaged it to 0.01 (the brain case is very fragile) and it works like a charm now!
Thanks a bunch every one!


Fri Oct 16, 2009 7:40 pm
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