Bones_Koeff_Protection Bulletproof Values -1 reply

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#1 11 years ago

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!




FourAces

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#2 11 years ago

Actually it does look like it is the damages.ltx file, so thanks! That saves me some work later.

[actor_armor_none]:actor_damage_0

[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

Spoiler: Show

[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...

Cheers!




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#3 11 years ago

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.




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#4 11 years ago

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...