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 Help a newbie modder here!!! 
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Joined: Mon Mar 11, 2013 4:07 pm
Posts: 7
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Post Help a newbie modder here!!!
Hello,I'm new here..anyway how do I make an actor's armor stronger?I want the actor to be able to take more punishment before being hurt


Mon Mar 11, 2013 11:34 pm
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: Help a newbie modder here!!!
For an actor's armor (Attachable), you want to increase GibWoundLimit, which determines how many wounds the thing can take before gibbing, and GibImpulseLimit, which determines the amount of kinetic force it takes to gib. You might also want to check out the JointStrength and JointStiffness of the piece; lower JointStiffness is better and higher JointStrength is better. JointStrength is, of course, how well the object is attached to its parent object, and JointStiffness is how much force is transferred from the child object to the parent object.


Mon Mar 11, 2013 11:44 pm
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Post Re: Help a newbie modder here!!!
Ok....
But what if I want to change the durability of an actor,for example the coalition light soldier,how do i change the toughness of the said actor



AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Kevlared Flesh
Resolution = 4
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 6
Depth = 3
DeepCheck = 0


Tue Mar 12, 2013 7:39 am
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Post Re: Help a newbie modder here!!!
Same thing applies to actors as well (GibWoundLimit, GibImpulseLimit). Though, actors also have ImpulseDamageThreshold, which is the amount of impulse force they take before losing health.

Materials determine how well particles can penetrate the object to create a wound, and the physical properties like bounce and friction.


Tue Mar 12, 2013 10:03 pm
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Joined: Mon Mar 11, 2013 4:07 pm
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Post Re: Help a newbie modder here!!!
Just what I was looking for.....how do I change an actor's material and structural integrity?


Tue Mar 12, 2013 11:48 pm
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Post Re: Help a newbie modder here!!!
In Base.rte/Materials.ini, you can find all of the default materials. The first one, Air, shows what variable does what for the material:
Code:
AddMaterial = Material
   Index = 0
   PresetName = Air
   Bounce = 0.8
   Friction = 0
   // The impulse force (kg * m/s) that is needed to knock loose a terrian
   // pixel of this material.
   StructuralIntegrity = 0
   DensityKGPerVolumeL = 1.0
   GibImpulseLimitPerVolumeL = 15
   GibWoundLimitPerVolumeL = 0.1
   // The priority that a pixel of this material has to be displayed, etc.
   // The higher the number, the higher the priority.
   Priority = 0
   // The material to create instead of this one for special effects when knocked loose, etc.
   // 0 here means to create this material.
   // The natural color to set the MO particle to when being knocked loose from the terrain.
   Color = Color
      R = 255
      G = 0
      B = 255
   // Whether to use the own natural color when a pixel of the terrain of this material
   // is knocked loose (1), or not (0)
   UseOwnColor = 0

(Remember to use the code tags when posting code!)


To make an object's material stronger, you either need to change the material that the object uses to a different material (either to one that alreay exists or to a new one that you make):
Code:
///// Original:


   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1


///// Changed to:


   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Mega Metal
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Mega Metal
      Resolution = 4
      Depth = 1



Or modify the material that the object is currently using:

Code:
///// Original:


   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1


///// Changed to:


   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
         PresetName = My New Unique Material Name
         StructuralIntegrity = 999999999
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = My New Unique Material Name
      Resolution = 4
      Depth = 1


Wed Mar 13, 2013 12:34 am
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Joined: Mon Mar 11, 2013 4:07 pm
Posts: 7
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Post Re: Help a newbie modder here!!!
I tried editing the values,but it still crashed.....

Code:
AddActor = AHuman
   PresetName = Soldier Light
   AddToGroup = Actors
   AddToGroup = Light Infantry
   Description = Standard Coalition soldier equipped with armor and a jetpack.  Very resilient and quick.
   Mass = 48
   GoldValue = 90
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   ScriptPath = Base.rte/Actors/AI/HumanAI.lua
   SpriteFile = ContentFile
      FilePath = Coalition.rte/Actors/Soldier/TorsoA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -7
      Y = -12
   AngularVel = 0
   EntryWound = AEmitter
      CopyOf = Wound Flesh Entry
   ExitWound = AEmitter
      CopyOf = Wound Flesh Exit
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Kevlared Flesh
                        PresetName = Better Armor
                        StructuralIntegrity = 180
      Resolution = 4
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Better Armor
      Resolution = 6
      Depth = 3
   DeepCheck = 0
   BodyHitSound = Sound
      CopyOf = Flesh Body Blunt Hit
   PainSound = Sound
      CopyOf = Human Pain
   DeathSound = Sound
      CopyOf = Human Death
   DeviceSwitchSound = Sound
      CopyOf = Device Switch
   Status = 0
   Health = 100
   ImpulseDamageThreshold = 2500
   AimAngle = 0
   AimDistance = 30
   Perceptiveness = 0.9
   CharHeight = 100
   HolsterOffset = Vector


Wed Mar 13, 2013 8:28 am
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: Help a newbie modder here!!!
Make sure you are using tabs, not spaces, for the indentations.


Wed Mar 13, 2013 8:19 pm
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Joined: Wed Jan 23, 2013 10:05 pm
Posts: 46
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Post Re: Help a newbie modder here!!!
Whats wrong with "Armoured Flesh"? It's just a more more dense, more durable flesh material that's used for heavy actors.


Thu Mar 14, 2013 7:56 pm
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