Re: How is this brutality effect achieved?
Teleo wrote:
Bye! Wish I could see what you were working on!
It was basically brutality mod with sci-fi units. very simple to make actually.
oh sorry, you can also increase the gib wound limit, and then change the materials of the part you made so its structural integrity is
check these out in the materials ini
Bounce, Restitution coefficient (no bounce 0.0 - 1.0 max)
// A float scalar value that defines the restitution. 1.0 = no kinetic
// energy is lost in a collision, 0.0 = all energy is lost (plastic).
//
// Friction, Friction coefficient (no friction 0.0 - 1.0 max)
// A float scalar value that defines the friction. 1.0 = will snag onto
// everything, 0.0 = will glide with no friction.
//
// StructuralIntegrity, Impulse force needed to knock terrain pixels loose (kg * m/s)
// Weak materials, but also materials like gravel or sand, will have a low value.
//
// DensityKGPerVolumeL, Density (KiloGram) per Volume (Liter).
// A Liter is 10^3cm. Water is 1KG per Liter, metals are around 8.
//
// GibImpulseLimitPerVolumeL, The amount of force per liter an actor can take before limbs are torn.
//
// GibWoundLimitPerVolumeL, The amount of wounds per liter an actor can take before breaking.
// Larger guys can take more punishment.
combine the structural integrity of your object with the wound applied to that specific part.
Brutality effect is achieved by combining the two so whenever your actor is damaged, by something that may kill him, he doesnt explode. Now the bleed out is achieved the same way.
EmissionEnabled = 1
EmissionCountLimit = 300 //100
EmissionsIgnoreThis = 1
ParticlesPerMinute = 10000 //256
BurstSize = 5
BurstScale = 4
BurstDamage = 20
BurstTriggered = 1
EmissionDamage = 0.5 //0.1
Flash = None
FlashOnlyOnBurst = 0
Actually, the brutality mod is bloated. It only needs one file changed, the wounds ini.
hmmm.....