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 How is this brutality effect achieved? 
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Joined: Sat Mar 23, 2013 7:59 am
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Post How is this brutality effect achieved?
I have recently thought to myself that this old mod:

viewtopic.php?t=19022

Old B23 Link that actually works: http://cortexcommandru.3dn.ru/forum/54-1477-1


did a lot of things right, in terms of the way it handles the units and their durability and the weapons and their styles.

But i have a question, how did the Author: Crow, achieve such a balance?

Specifically, how did he make it so when the actor received any penetration to the head by anything the actor died, and bleed outs were fatal. I'm going through his materials.ini and the actors themselves but don't see any lua referencing the heads.

For instance, for B23 when the dummy actor is ever, EVER shot in the head, one time, he dies.

How is this stuff achieved?


Sun Apr 07, 2013 10:45 pm
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Post Re: How is this brutality effect achieved?
Increased damage from the head wounds.


Sun Apr 07, 2013 10:46 pm
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Post Re: How is this brutality effect achieved?
p3lb0x wrote:
Increased damage from the head wounds.


Is there some form of damage penetration threshold setting for heads in the ini? Or the materials?

So I assume I go to the wounds.ini to decide how to handle head wounds then?


Other than that I understand bullet sharpness, etc. But I would rather copy the ways head damage is handled, where the bullet can easily penetrate the heads and a chance to penetrate the helmets to the head. How do I handle this?

What I mean is, how would I make it so when the head is penetrated by the round, that the target is considered damaged enough to caused instant kill. How does the game differentiate between slight head wound and full on penetration by a round to cause death?

And how do I give helmets a chance to block a round and then be rendered fully penetrated. This is all confusing. I'm unsure what he did, but is it simply a mixture of materials.ini and wounds.ini and a changing of the rounds to create the desired effects?

how do I handle the bleed outs? In the wounds.ini as well?


I'm trying to experiment with 1.05. Even though b23 is freely available its not as optimized as 1.05. I can achieve 1000 fps on 1.05 sometimes.


EDIT: Nevermind, I realized that the "Brutality Effect" is created due to the fact that the actor can sustain life ending damage without a total gibbing of the parts. How would I do that? Just increase joint strength? I want it so my heads dont blow apart whenever a bullet hits them but keeps the fatal damage. Well I guess I could just copy Crows work and give him credit. Although I'm just interested in seeing what answers I'd find on these forums.


Mon Apr 08, 2013 2:10 am
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Post Re: How is this brutality effect achieved?
Ah nevermind I figured it out.... eehhhhh... Im done with B23....


Mon Apr 08, 2013 4:01 am
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Post Re: How is this brutality effect achieved?
On third thought, perhaps this game just isn't for me... I'm just going to go back to Pokemon 3d, thank you so much pelbox for your word of wisdom. I wish the creator of this game went for more of a storyline approach though.....

good bye


Mon Apr 08, 2013 4:05 am
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Post Re: How is this brutality effect achieved?
Bye! Wish I could see what you were working on!


Mon Apr 08, 2013 5:38 pm
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Post 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.....


Mon Apr 08, 2013 7:13 pm
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Post Re: How is this brutality effect achieved?
In theory, yes. But in order to properly achieve the overall effect of 'more lethal' weapons and such, tweaking the materials and bullet properties is important.


Tue Apr 09, 2013 2:46 pm
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Post Re: How is this brutality effect achieved?
Arcalane wrote:
In theory, yes. But in order to properly achieve the overall effect of 'more lethal' weapons and such, tweaking the materials and bullet properties is important.



Correct me if I'm wrong, but having looked over his materials.ini, I actually saw NO changes.

Did anyone else see this or am I just blind?


Tue Apr 09, 2013 5:07 pm
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Post Re: How is this brutality effect achieved?
Didn't he add new guns??

Probably look at ammo.ini or whatever it's called and the guns themselves instead of materials... from what I remember materials is pretty basic stuff, like how hard rocks are, etc.


Tue Apr 09, 2013 7:27 pm
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