Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!
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How does the injury mechanism work in stalker? | Locked | |
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Dec 18 2014 Anchor | ||
I have tried countless times. All weapons, all kind of ammos and different damages and penetration powers are tried. I just don't know how does the injury mechanism work in this game. Damage/penetration power too high, targets dies. Just a bit lower they just kept on moving. I have tried shoot the leg with low power rounds, they will keep moving until they die. I am trying to figure out a way allow me to injure the NPC rather than killing them. Anybody knows where is the sweet spot? |
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Dec 18 2014 Anchor | |
You softy ... maybe we can find someone to make us some bean bag rounds or a net throwing gun The net throwing gun is just a fantasy, it would be extremely difficult to code. I've only figured out how to shoot through concrete poles, sheet metal and two bodies at a shot. A bean bag round would be challenging, but probably doable. That, or Rubber Bullets.... |
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Dec 18 2014 Anchor | ||
Perhaps it is based on target resistance vs damage. Maybe reduce their bleeding recovery to 0, so one good hit they will bleed until they crawl into a ball? |
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Dec 18 2014 Anchor | |
I'm going to play around with some ammo, see if I can tweak one to stun but not put holes in target. Needs to reduce target to fetal position without killing in one shot. |
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Dec 19 2014 Anchor | ||
It's very frustrating. I thought I got then again the game proves me wrong. Each targets VERY different resistance to damage. Range, armor, hit location and type weapon/ammo are all the variables controls the combat. So far I did only improved my chance to injury enemy, by using 0 armor piercing and triple damage. .45 hydro shock aiming at chest from Pistols will do decent damage without killing in the first shot. Before only 1 out of 30 gets injured, now it is more like 1 out of 10. |
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Dec 19 2014 Anchor | |
Yeah, I spent an hour trying to tweak the 12x76 zhekan slugs. One of my last changes broke that ammo, it changed the slugs in my weapon from 10 slugs to 1 buckshot. I'll have to start from scratch after pasting a backup copy of the ammo in. I only succeeded in making them freeze for a 1/2 second before they shot me dead. There are a TON of variables. Maybe a tazer or net throwing gun would be easier |
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Dec 22 2014 Anchor | ||
Jasper do you know which file controls the NPC bleeding effect? I changed few values in Actor.ltx with no luck. I am hoping to make a low damage, high penetration rounds causing massive bleeding. Good chance to injure targets and start the dialog. |
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Dec 22 2014 Anchor | |
I would think massive bleeding would lead to very fast death. I would try increasing the wound hole size for the bullet. I think it's wm_size in the weapons.ltx file in weapons folder. There are separate characteristics for each bullet type. My thinking would be higher impact no holes at all. I still don't think I've patched over the slugs I screwed up earlier LOL. Edited by: jasper34 |
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