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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Problems with editing damage.ltx and actor_damage (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : Problems with editing damage.ltx and actor_damage) Locked
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Jan 27 2016 Anchor

Well,I am making a armor/ammo stats overhaul for myself as I always want to make armor like real one,so I am making they realistic.

After I tuned stats of NIJ IV Vests,I found out that I still died from some 7.92x33 ap rounds even I am wearing a NIJ IV Vest which was supposed to stop 7.62x54 AP.(I make all body parts have plates for testing)However I suffer no damage for a mag of 5.56AP rounds,which have better penetration in-game.

I am looking for help now......

Armor:

[actor_body_damage_test]; testing(Other parts have same amount of stats,I know that the "2.85" is the bulletproof stats,But I don't know the purpose of the "0")
bip01_pelvis = 0, 2.85
bip01_spine = 0, 2.85
bip01_spine1 = 0, 2.85
bip01_spine2 = 0, 2.85...

Stats of 7.92 AP rounds(7.92 weapons have 0.45 damage in the stg44.ltx)

k_hit_critical = 1.0
k_dist = 0.9
k_disp = 0.65 ; 15
k_hit = 1.15
k_impulse = 0
k_pierce = 0.65(5.56 AP have better pierce)
k_ap = 0.65(same as above)

Stats of actor_damage(fingers remain the same,and I don't know what those stats mean)

bip01_pelvis = 0.85, 1, 1.25
bip01_spine = 0.85, 1, 1.25
bip01_spine1 = 0.85, 3, 1.25
bip01_spine2 = 0.85, 3, 1.35
bip01_head = 1.25, 0, 1.85

bip01_neck = 0.65, 0, 1.85

eyelid_1 = 1.25, 0, 1.85
eye_left = 1.25, 0, 1.85
eye_right = 1.25, 0, 1.85
jaw_1 = 1.25, 0, 1.55

bip01_l_clavicle = 0.45, 4, 0.85
bip01_l_upperarm = 0.35, 5, 0.55
bip01_l_forearm = 0.15, 5, 0.35
bip01_r_clavicle = 0.45, 4, 0.85
bip01_r_upperarm = 0.35, 5, 0.55
bip01_r_forearm = 0.15, 5, 0.35

bip01_l_thigh = 0.45, 3, 0.85
bip01_l_calf = 0.25, 3, 0.65
bip01_l_foot = 0.05, 4, 0.125
bip01_l_toe0 = 0.015, -1, 0.125
bip01_r_thigh = 0.45, 3, 0.85
bip01_r_calf = 0.25, 3, 0.65
bip01_r_foot = 0.05, 4, 0.0125
bip01_r_toe0 = 0.015, -1, 0.125

sorry for my bad english


Edited by: skorpiondead

jasper34
jasper34 MISERY PR Lead
Jan 27 2016 Anchor

I am no expert on armors, but a 7.62 or 12.7 round IRL will penetrate steel plate and concrete walls. k_pierce is a factor that affects how well bullets pass through bushes, etc. k_ap controls how well they pierce armor. These bullets in-game are severely toned down. If cranked up to 9, 10, 11 these bullets act more like real life being able to kill through a concrete pole, steel door, etc. However, the force they can exert when they strike a critical point like a bone in the skeleton can exceed the games physics engine limits. You get cool ragdoll effects, but many more CTD's when the limit is exceeded. This sometimes happens during a Gigants stomp too. Much of the ballistics is pretty accurate, but concessions have been made for game balance and stability.

I hope that helps at least with the ammo. If you google the armor modification you will probably find some explanation of the armor numbers. I usually have to translate a good number of pages to find explanations. There is precious little documentation out there.

Jan 27 2016 Anchor

Well,thank you for ur help.

There are armor plates which can stop a few rds of 7.62x54 AP and even stop some .30-06 AP rds,and they aren't heavy(2-4kg per plates,depand on sizes).And they cost around USD200-400.However these cheaper plates can't survive fire and high temp(60C above).

jasper34
jasper34 MISERY PR Lead
Jan 27 2016 Anchor

Not Aramid based plates then ... I'm hoping to eventually get Aramid based upgrades and accessories into the game for the hot spots.

Take good notes when you are making your tweaks so duplicating them will be easier when 2.2 comes out. None of the learning experience will be wasted, but I like to make sure people remember that many files will be replaced or changed during a major update like this. I changed 3200 files just doing weapons fixes.

When you edit a line in a file, put the changed numbers in front and follow with a semicolon (;) everything after the colon is disregarded. Then your original values are always there and you can also add notes as to what it does or you were intending. Notepad++ is a great tool for editing the files.

Good luck stalker :)

Jan 27 2016 Anchor

I think in order to have realistic protection you would need to push the armour values really high so you take no damage but make them degrade much more quickly. You can do this but a problem is the plates you can add to armour cannot degrade so there will be some weirdness with it.


edit---------

Actually if you were to remove plates/kevlar as armour attachments and instead make them give like +25% condition to armour that could work. Instead of being plates you can call them replacement plates.

Edited by: odizzido

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