Cyrus wrote: ↑Sat Nov 24, 2018 5:32 pm
Burn there is no editor in the above link that you pointed me to. I did however find an editor in the sfall modders pack. So am I suppose to do something with these extended editor files? how should I use them?
They're just files, I don't know what to do with them.
I think the extended one is published somewhere on NMA. Or you can bug Stalin to add binaries to releases on Gihthub.
Or you can use the one that's coming with modderspack, they are not too different.
As a matter of fact, I'm developing a VScode extension for SSL, will probably release it soon. That will add yet another alternative.
Cyrus wrote: ↑Sat Nov 24, 2018 6:24 pm
Note that in the above code, "level" is a random number between 0 to 5. This means that it has 6 states, (0, 1, 2, 3, 4, 5). With the addition of +1 for better criticals it makes it 7 states. This is probably a mistake.
I don't know what numbers the game engine prefers, whether its from 0 to 5, or from 1 to 6. But its important to get that right, otherwise the level value will not match in the critical table if I understand this right.
You are right again, it should be (0,4)+1.
Cyrus wrote: ↑Sat Nov 24, 2018 6:24 pm
The get_critical_table seems to be always calling for "BODYPART_TORSO_UNCALLED" instead of acquiring the related body part to get the multiplier and effect flags. Is this supposed to be this way?
Yes, it is. This code is only used for second and consecutive bullets in a burst, and burst always goes to torso uncalled.
Initially I had an idea to allow uncalled shots to hit specific bodyparts - after all, why wouldn't they? But hitting a body part is considered "critical" in F2 combat, so just randomly redirecting bullets will result in dramatic critical chance increase. And if only already critical bullets are redirected, then we're gimping the criticals, because torso (and head) have the most powerful effects such as knockout and instakill.
And you can't do this "honestly" anyway, because with Sniper and 10 Luck a point blank burst from a minigun will leave any enemy with all their limbs broken.
An attempt to implement this would've resulted in a bunch of arbitrary decisions "for balance", the result would've been questionable and too far from vanilla combat mechanics in any case, so I scrapped the idea.