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DeathBloss0m
Joined: Mon Mar 11, 2013 4:07 pm Posts: 7
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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
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Mon Mar 11, 2013 11:34 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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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.
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Mon Mar 11, 2013 11:44 pm |
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DeathBloss0m
Joined: Mon Mar 11, 2013 4:07 pm Posts: 7
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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
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Tue Mar 12, 2013 7:39 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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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.
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Tue Mar 12, 2013 10:03 pm |
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DeathBloss0m
Joined: Mon Mar 11, 2013 4:07 pm Posts: 7
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Re: Help a newbie modder here!!!
Just what I was looking for.....how do I change an actor's material and structural integrity?
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Tue Mar 12, 2013 11:48 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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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
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Wed Mar 13, 2013 12:34 am |
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DeathBloss0m
Joined: Mon Mar 11, 2013 4:07 pm Posts: 7
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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
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Wed Mar 13, 2013 8:28 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Help a newbie modder here!!!
Make sure you are using tabs, not spaces, for the indentations.
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Wed Mar 13, 2013 8:19 pm |
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SzGamer27
Joined: Wed Jan 23, 2013 10:05 pm Posts: 46 Location: USA
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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.
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Thu Mar 14, 2013 7:56 pm |
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