Everything posted by ChristianW.
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Ped Damage Overhaul
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
Why in this last beta almost everytime an NPC gets shoot, they fall to the ground even if when lowering the knockback values. I'm doing something wrong ?
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
The only thing that seems off now is shoot npc sitting on the train or in a wagon, the rarely trigger the dying state, so they take more bullets until dropping dead. I dont know if this is configurable.
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
This new beta version is great! The only thing that I don't know whats happening. If I enable the random dying movement , sometimes the npc starts to break dance in the floor haha. Like some unknown force in pushing them by the legs or the spine.
- 1,269 comments
- 5 reviews
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Bass Dragon's Euphoria Ragdoll Overhaul (BDERO)
What makes the animation in the ground trigger? It's the DyingThreshold or someting else? Because when using the Debug mode I can see that when the animation triggers the NPC is already dead. I just want to know if is possible to increase the chance of those animation happening.
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Ped Damage Overhaul
If disabling all Dying Movement Threshold, the bleeding works very well, without standing around while bleeding, or trying to stand just to immediately fall again, but it's a trade off, or you choose for some nice behaviors from the DyingMovementThreshold like rolling in the ground while dying, but it has some caveats too, like that stiffness or the bleeding while running...
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
After all those tests, I noticed something that I cannot unsee now, everytime the DyingState is activated, and if NPC is stationary, the NPC will always starts to stumble to the left and do a clockwise motion stumbling while walking. And thanks for the tip about reseting the script while in-game, That made me notice one more thing, it's the DyingThreshold responsible for the weird stiffness that some folks mentioned, if deactivated this never occurs...
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
This may be basic math and I'm being an idiot, but I have some questions involving some values like for example: HeadVecMaxDeltaB HeadVecMaxTimeB What's the difference between delta and time? and the values are in milisecond as well? Because this Values is saying that is reponsible by the fleeing when bleeding "and to prvent that behaviour of just standing around" And whats the Diference between Ragdoll and DSRagdoll? RagdollingSpeedThreshold DSRagdollingSpeedThreshold And I'm testing your mod in conjuction with the Bass hero mod, and it's great the two together, but I'm having some problems now, Like now it's more rare to an npc to flee whe bleeding, most of the time the npc just tries to get up bleeding and falls again
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
This may be a stupid question, but it's possible to reload the script without closing the game? It would be so more efficient to test some values
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
First of all, I loved now how they react more to shots, holding the part hit in most cases, and when they fall to the ground many times holding the wound and looking at you. Also, as it now seems that they fall and get up more often, it gives the impression that the shot was really strong and made them lose their balance. That bug that I noticed also seems to be gone. But I wanted to know how I can change some things, like when the enemy is shot and runs away bleeding, I wanted it to happen more often, because many of the times that I see that the animation is going to happen they have so little health points that they just fall and when they get up they fall again, nothing against this happen, but I wanted to see them running away bleeding more often and for longer. Another thing I noticed was that now it’s not possible to configure how fast they stumble when shot in the legs, it’s kind of funny to see them taking two or three steps and falling again, but I don’t think they should react like that.
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
My father was playing today and raiding a camp with a bonfire, and two enemies took few more shoots than usual, they didn't burn but my guess it just for passing by the flame their HP was altered, I have this hunch because yesterday my dad was also playing and I was obsorving, and you know a random encounter that a guy in a tent keeps yelling that he needs help and when you get closer he ambushs you? there's also a bonfire in there and my dad shoot him twice making him bleeding and fall but he took 4 more shots to die in the ground. he didn't burned but there was fire near him. So that's my observation.
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
It happened sometimes in normal gameplay but very rarely, the 155 was me modifying the npc health and I didn't modified anything else such as the fire health
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
While testing using the Rampage trainer to show the health, I noticed that some npc very rarely spawn with 400 of health and I saw I guess 3 times npc with 800 health, I modified the default health to 155 but even the health when on fire I didn't tweak, I don't notice that much when playing normaly because most of the times they bleed anyway and fall to the ground but it's noticible when the npc is riding a horse for example, but this occuring was very very rare, like If I make a mayhem in town and kill like 100 npc maybe I will see one or two with this crazy amount of health, and I only had seeing npc with 800 points of health in saint denis in my testing, like I said, it's mostly unnoticed when normaly playing but It happen sometimes to show a tank npc that takes far more shoots that it should
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
There are two values ZValueForHeadBone and ZValueForHeadBone2 it's that it? the first one has the value of 260 and the second one has the value of 3000 what's the difference between those two? It's like a head value and a neck value or is something else?
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
I mean losing health you know, when they lose points until dying, if they drop in a weird position they don't die, but if a push the body to a flat plane that's when the bleeding kicks in
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
Hey janus I love messing around in the ini and I was wondering why it's only when the npc is totally on ground that the bleeding kicks in, if a npc kinda slump into some crates or something in a akward position he won't start bleeding but if I push his body until mostly of his body is in contact with the ground that when he starts bleeding, I read above about the head delta, it's that it that I need to tweek or is some other value?
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
I did noticed some odd things when Testing, Besides I had tweaked the values from AlwaysBleedoutLonger 1,OnlyBleedOnTorsoShot 0, BleedWhenDying ,BleedWhenShot 1 and BleedingChanceShot 1000, I maintained everything vanilla. The most consistent thing was Sometimes the enemy will be "I guess" knockDown and not die, I Think that when they enten the dyingmovent they do bleed out, but not when just fall flat on the ground. And when this occurs You can shoot them in the legs and arms without making them bleeding and takes alot of hits to take them down. I noticed that they move their hands now when incapacited right? But if they get knockdown and if the revolver still in the hand they still cycle thorugh the round and fire the gun, But I guess it's just the animation and no shoot is registred. I noticed too that now the cling to objects more often Like this NPC that I shoot him in the chest and he bled from that shoot and stumbled around and tried to hold the wall and guardrail, it was awesome, and one other dude that stumbled and grabed a barrel while bleeding and slowly just succumbed to the ground, I love this kind of behavior. I think that they do run when bleeding more often now, But I Don't know how the animation triggers works because sometimes they run bleeding and after a few secods running colapse on the ground, which is pretty cool and few very cinematic, sometimes they are running and stops and change to a more hunched position when bleeding and collapse on the ground, which is cool too, but sometimes they run alot and just stops which their arms on theirs sides and they can still turn around facing always away from you, likely trying to flee, but they don't do nothing, just stay's there ultil collapsing on the ground. And lastly It happened just 2 times in the most likle more than 100 npcs that I gunned down, But sometimes some NPC "lawmen" starts to scream for mercy or in panick, but I'm not direct confronting them or anything, and they are not in fear, just acting normal trying to shoot me like the others but scream when doing it, and The BUG part it's that they do this one after the other, like without any pauses, just one audio file being playing after the other, it was funny but very odd. And the legs and arms stills feels too spongy, can I make them take more damage with the leg and arm damage modifiers?
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
Oh and one more question, whats the purpose of the DyingMovementChance and why Stage 1 is 550 and the stage 2 is 10 ?
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
Oh I will ! I was right now trying to figure it out how every DyingState triggers to try to make them run when bleeding but the information that you provided answers some of my questions, so all the thresholds even the knockout one? That's interresting I will make some tests with this new version 😄
- 1,269 comments
- 5 reviews
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Ped Damage Overhaul
First Of all, I love the work that you guys made with those variables, But I have some questions that may be stupid but it's worth asking. The first one if I wanna for example, shot in close to mid range with a shotgun, using buckshot and the enemy would most likely just to fall in pain and bleed for a very long time what config should I thinkering to make this effect? I wanna make like a very hard shoot out and die with a few shoots but I wanna to like give two to three shoot with a pistol and the enemy mostly likely to just be in pain laying in the ground Bleeding slowly from every bullet wound, and I wonder if is possible to make them take more cover and be less agreesive to fit more the gameplay, what would be the variebles that I should mess around with ? Thanks again 😄 PS: Oh and I liked how sometimes they flee bleeding or get up bleeding and try to flee, but they just do this for a few seconds, how can I make this happen more often and last longer?
- 1,269 comments
- 5 reviews