I dont mean to spam the board with posts asking questions, so this will be my last new post for a while, so here it is:
A, I want to keep my current walk amplitude at it's state, but increase the run amplitude significantly. Problem is everytime I increase the run amp, the walk amp goes to the exact same ampage. Is there anyway to make it so increasing one wont disrupt the other? I have tried lowering the amp on the walking to substitude but no luck. :confused:
B, I cant find out how to change the hit effectors from being hit by bullets. I want to add something like an effector you get from being attacked by a dog when a bullet hits you in a certain way, how do I change the effects from being hit by firearms?
Thanks for any help! :rofl:
I think you are looking for run_coef in gamedata/configs/creatures/actor.ltx.
No problem whitsel. Ask all the questions you need. These boards are quite friendly :)
The damage hit effector:
Do you mean something like when you get hit with a bullet the screen splatters with blood or something like when you get hit with a bullet you do a physical thing like drop your gun or put away your gun?
You know when your screen jerks a bit when an animal attacks you? I just want to add something like that for when a bullet hits you.
I doubt getting nailed by a M1300 slug will just 'pinch a bit'. :P
I want to add a script for dropping the weapon upon a critical hit and/or a nade blast, but thats further down the line. Right now I just want the basics for releasing the beta.
BTW: its not the run coef.
AMK had a script where if you got hit with a high damage weapon your screen jerks like crazy and you drop your gun. You can borrow that script and compare CS. Since CS recycles many of SoC's features.