Greetings all: For anyone who's interested, below are the default derived numerical bulletproof values for each armor rating: actor_armor_none: bulletproof value = 0 actor_armor_suit: bulletproof value = 5 actor_armor_suit_1: bulletproof value = 11 actor_light_armor: bulletproof value = 11 actor_light_armor_1: bulletproof value = 15 actor_light_armor_2: bulletproof value = 30 actor_medium_armor: bulletproof value = 30 actor_medium_armor_1: bulletproof value = 45 actor_medium_armor_2: bulletproof value = 60 actor_heavy_armor: bulletproof value = 60 actor_heavy_armor_1: bulletproof value = 65 actor_heavy_armor_2: bulletproof value = 70 actor_armor_exo: bulletproof value = 70 actor_armor_exo_1: bulletproof value = 75 actor_armor_exo_2: bulletproof value = 80 Does anyone know which .ltx file or script determines the above numerical scale ( i.e. the increments of 5 to 15 )? It dosen't appear to be the damages.ltx file. Thanks!
Actually it does look like it is the damages.ltx file, so thanks! That saves me some work later.
[actor_armor_none] is the function name that is used in the outfit file. actor_damage_0 is the local function call in damages.ltx that calls
[actor_damage_0] bip01_pelvis = 1.0, 0.0 bip01_spine = 1.0, 0.0 bip01_spine1 = 1.0, 0.0 bip01_spine2 = 1.0, 0.0
bip01_l_clavicle = 1.0, 0.0 bip01_l_upperarm = 1.0, 0.0 bip01_l_forearm = 1.0, 0.0 bip01_l_hand = 1.0, 0.0
bip01_r_clavicle = 1.0, 0.0 bip01_r_upperarm = 1.0, 0.0 bip01_r_forearm = 1.0, 0.0 bip01_r_hand = 1.0, 0.0
bip01_l_thigh = 1.0, 0.0 bip01_l_calf = 1.0, 0.0 bip01_l_foot = 1.0, 0.0 bip01_r_thigh = 1.0, 0.0 bip01_r_calf = 1.0, 0.0 bip01_r_foot = 1.0, 0.0
bip01_neck = 1.0, 0.0 bip01_head = 1.0, 0.0 eyelid_1 = 1.0, 0.0 eye_left = 1.0, 0.0 eye_right = 1.0, 0.0 jaw_1 = 1.0, 0.0
The second value is what is setting the values you listed.
Now when you say that these are the bulletproof ratings, are you talking about the player's (fire_wound_protection) or the suit's (fire_wound_immunity)?
The way I would interpret the damages.ltx file, the bones_koeff is this the way that the game determines what level of protection is distributed about the body. This is why head shots are insta-kills for regular armor. They have no (or little) armor values there. See actor_damage_10 for a full list of areas on the body that can suffer damage, and then look at actor_damage_0 and notice which are missing.
I really have to thank you for bringing this file to my attention. When I write my armor mod, this will make it much more realistic. The Devs just gave the whole body the same values, if it is protected at all. This gives me a few ideas...
I have been monkeying around with these values. If you take this line from actor.ltx:
bip01_pelvis = 1.0, 10, 3.0
and change it to:
bip01_pelvis = .01, 10, 3.0
You are very bullet resistant while not wearing armor in your pelvis....change them all to be very bullet resistant all over of course.
The bleeding stacks though, so after soaking a hundred or so rounds you need 10 bandages to stop the bleeding.
Hi guys could some of you help me and tell me how does this thing work?I made CS light armor 0 percent bulletrpoof and set 1hit from rifle round [5.56] to make unarmored actor bleed and eventually die in 10 or 30 seconds.When I changed all bullet protection values for this outfit to 1.0, 100.0 and tried to shoot actor this armored,he ended up like wearing no armor at all!Means I shot him once and he started bleeding and died in 10 seconds.I dont get it...