I wanted to add a heavily armored actor with the Regenerating Ronin mod but for some reason, when the actor has the helmet on, it's head becomes extreme fragile. If you brush over it with a jetpack it's head explodes, a little bit of force also does this (near the edge of an impulse grenade explosion). It would be great if someone could tell me why/how to fix it/fix it The code for the head template:
Code:
AddEffect = Attachable PresetName = Ronin Head Regen Mass = 36 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Ronin.rte/Actors/RoninSoldier/RoninHead1.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Flesh Entry Regen Slow ExitWound = AEmitter CopyOf = Wound Flesh Exit Regen Slow AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Armoured Flesh Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 350 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Wound Flesh Body Regen JointOffset = Vector X = 0 Y = 5 GibImpulseLimit = -1 GibWoundLimit = -1 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 100 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small A Offset = Vector X = -5 Y = -1.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small B Offset = Vector X = -4 Y = -4.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small D Offset = Vector X = 1 Y = 4.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = 1.5 Y = 3.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small D Offset = Vector X = 1 Y = -4.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small D Offset = Vector X = 0 Y = -1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -4 Y = 3.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -6 Y = -5.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small D Offset = Vector X = -3.5 Y = -5.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = -1 Y = -7.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 3.5 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 0.5 Y = -8 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 1.5 Y = -1
The code for the helmet:
Code:
AddEffect = Attachable PresetName = Soldier Helmet A Mass = 3 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Browncoats.rte/Actors/Soldier/HatB.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -4 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Mega Metal Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 280 JointStiffness = 0.6 BreakWound = AEmitter CopyOf = Wound Flesh Body JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 GibImpulseLimit = 2000 GibWoundLimit = 14 // GibSound = Sound // CopyOf = Bone Crack AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Micro A Offset = Vector X = 4.5 Y = 1.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Micro A Offset = Vector X = -4.5 Y = -1.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = 0.5 Y = 0.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = -6.5 Y = 2.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Metal Grey Small B Offset = Vector X = -4.5 Y = -0.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Metal Rusty Small D Offset = Vector X = 2.5 Y = -0.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = -0.5 Y = -3.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = -2.5 Y = -1.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = 1.5 Y = -3.5
The head:
Code:
AddEffect = Attachable CopyOf = Ronin Head Regen PresetName = Ronin Head Regen 6 SpriteFile = ContentFile FilePath = Ronin.rte/Actors/RoninSoldier/RoninHead9.bmp FrameCount = 1 SpriteOffset = Vector X = -5 Y = -5 EntryWound = AEmitter CopyOf = Dent Metal Regen ExitWound = AEmitter CopyOf = Dent Metal Regen AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Heavy Metal Resolution = 4 Depth = 0 AddAttachable = Attachable CopyOf = Soldier Helmet A ParentOffset = Vector X = 2 Y = -6
Sun May 27, 2012 1:53 am
DAME777
Joined: Wed May 18, 2011 2:44 am Posts: 491 Location: Dank dreams.
Re: Fragile Head/Helmet?
Try keeping a Gibimpulselimit like this:
AddEffect = Attachable PresetName = Ronin Head Regen Mass = 36 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Ronin.rte/Actors/RoninSoldier/RoninHead1.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Flesh Entry Regen Slow ExitWound = AEmitter CopyOf = Wound Flesh Exit Regen Slow AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Armoured Flesh Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 350 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Wound Flesh Body Regen JointOffset = Vector X = 0 Y = 5 GibImpulseLimit = 300 GibWoundLimit = -1 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 100 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small A Offset = Vector X = -5 Y = -1.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small B Offset = Vector X = -4 Y = -4.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small D Offset = Vector X = 1 Y = 4.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = 1.5 Y = 3.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small D Offset = Vector X = 1 Y = -4.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small D Offset = Vector X = 0 Y = -1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -4 Y = 3.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -6 Y = -5.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small D Offset = Vector X = -3.5 Y = -5.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = -1 Y = -7.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 3.5 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 0.5 Y = -8 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 1.5 Y = -1
Try increasing the JointStrength and don't touch the JointStiffness. Take vanilla values for that one. If that doesn't help, post the mod here so people can have a look.
I had the same problem a while ago, someone else told me to change the joint stiffness of the helmet to 0 or something low (which... goes against what gotcha said.. but..) and it worked fine... for me at least..
Sun May 27, 2012 6:52 pm
Lucem
Joined: Mon Jul 12, 2010 3:30 am Posts: 232 Location: In a grassy place.
Re: Fragile Head/Helmet?
Basically, Jointstiffness is the variable that multiplies said amount of impulse and then transfers it to the parent offset. JointStiffness can't be over 1 - it can't "make" impulse. (Sorry if that sounds awkward).
So, say that the helmet has a JoinStiffness of 0.1, and receives an impulse of 100. 10 of the impulse would then transfer to the head, and the helmet would absorb 90 of it. I think that the vanilla helmet has a JointStiffness of 0.6, so 60% of the impulse would go the head, etc.
Making the helmet have 0 JointStiffness would result in it absorbing ALL of the impulse, but then it would gib very easily unless you give it an insane amount of gibimpulselimit/jointstrength.
Sun May 27, 2012 7:09 pm
Quackersaurus
Joined: Wed Mar 30, 2011 4:17 am Posts: 21
Re: Fragile Head/Helmet?
Lucem wrote:
Basically, Jointstiffness is the variable that multiplies said amount of impulse and then transfers it to the parent offset. JointStiffness can't be over 1 - it can't "make" impulse. (Sorry if that sounds awkward).
So, say that the helmet has a JoinStiffness of 0.1, and receives an impulse of 100. 10 of the impulse would then transfer to the head, and the helmet would absorb 90 of it. I think that the vanilla helmet has a JointStiffness of 0.6, so 60% of the impulse would go the head, etc.
Making the helmet have 0 JointStiffness would result in it absorbing ALL of the impulse, but then it would gib very easily unless you give it an insane amount of gibimpulselimit/jointstrength.
Ah ok thanks
Sun May 27, 2012 8:27 pm
Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
Re: Fragile Head/Helmet?
Actually stiffness can be over 1, and it can amplify impulses, which has awesome effects. But generally it should be limited to one if you don't want wacky destructive incorrect physics.
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