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	 How to create a full face helmet without killing the actor?   
	
        
        
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				 nubbles 
				
				
					 Joined: Tue Dec 04, 2012 1:31 am Posts: 45
				 
				 
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				  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? 
					
  
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			| Tue Jan 01, 2013 3:54 am | 
			
				
					 
					
					 
				  
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				 Coops 
				
				
					 Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
				 
				 
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				  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. 
					
  
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			| Tue Jan 01, 2013 4:03 am | 
			
				
					 
					
					 
				  
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				 nubbles 
				
				
					 Joined: Tue Dec 04, 2012 1:31 am Posts: 45
				 
				 
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				  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? 
					
  
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			| Tue Jan 01, 2013 4:34 am | 
			
				
					 
					
					 
				  
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				 nubbles 
				
				
					 Joined: Tue Dec 04, 2012 1:31 am Posts: 45
				 
				 
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				  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. 
					
  
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			| Tue Jan 01, 2013 5:03 am | 
			
				
					 
					
					 
				  
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				 Coops 
				
				
					 Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
				 
				 
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				  Re: How to create a full face helmet without killing the actor?  
					
						What's the BreakWound for the helmet? 
					
  
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			| Tue Jan 01, 2013 5:15 am | 
			
				
					 
					
					 
				  
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				 nubbles 
				
				
					 Joined: Tue Dec 04, 2012 1:31 am Posts: 45
				 
				 
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				  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 
					
  
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			| Tue Jan 01, 2013 5:27 am | 
			
				
					 
					
					 
				  
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				 nubbles 
				
				
					 Joined: Tue Dec 04, 2012 1:31 am Posts: 45
				 
				 
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				  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! 
					
  
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			| Tue Jan 01, 2013 5:39 am | 
			
				
					 
					
					 
				  
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