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? (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : 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?

jasper34
jasper34 MISERY PR Lead
Dec 18 2014 Anchor

You softy ... maybe we can find someone to make us some bean bag rounds or a net throwing gun :D 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....

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?

jasper34
jasper34 MISERY PR Lead
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.

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.

jasper34
jasper34 MISERY PR Lead
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 :D

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.

jasper34
jasper34 MISERY PR Lead
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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