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ME2 - Modding is Possible III (PC Only)


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#1201
P3G4SU5

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phoenixofthunder wrote...

P3G4SU5 wrote...

Not having any luck with the 'EnemyHealthMultiplier' values. <_<

I also tried adding the

'bHealthRegenerates=true'
'HealthRegenRate=0.5'

from '[SFXGame.SFXModule_DamageParty]' to each of the difficulty levels e.g. to '[SFXGame.SFXDifficulty_Level6]' but it had no effect in allowing enemies to regenerate health.

Any further ideas?


Ok lets try a different tact.
Can you post the code and its corresponding C.ini section that you are using for their regenerating shields and armor.

The following as requested, brace yourself - it's a big one:

My alterations relating to regeneration shields are in green, lines I've placed a '+' in front of lines to indicate which ones I added myself. Blue relates to other unrelated customizations I have made.

[SFXGame.SFXShield_Base]
bRechargeable=true
ShieldRegenDelay=(X=5.0f,Y=5.0f)
ShieldRechargeTime=(X=2.0f,Y=2.0f)
PartialBreakPct=0.55
ShieldPointsPerBar=40.f
bFastCoverRegen=true
bAbsorbDamageOnBreak=false
DamageGateInterval=1.0f
ShieldDisplayName=341713
+DamageGateInterval=1.0f             <--- I'm not sure I actually need this

[SFXGame.SFXShield_Energy]
ShieldDisplayName=341713

[SFXGame.SFXShield_Armour]
+bRechargeable=false
+bFastCoverRegen=false            <---Stops Reaper & Kasumi Gunship fight from being impossible
ShieldDisplayName=341714

[SFXGame.SFXShield_Biotic]
ShieldDisplayName=341715

[SFXGame.SFXShield_GethEnergy]
ShieldDisplayName=341716

[SFXGame.SFXShield_GethEnergy_Player]
ShieldDisplayName=341716

[SFXGame.SFXShield_Energy_Player]
bRechargeable=true
bFastCoverRegen=true
bAbsorbDamageOnBreak=false
DamageGateInterval=1.0f

[SFXGame.SFXShield_Armour_Player]
bRechargeable=true
bFastCoverRegen=true
bAbsorbDamageOnBreak=false
DamageGateInterval=1.0f

[SFXGame.SFXShield_Biotic_Player]
bRechargeable=true
bFastCoverRegen=true
bAbsorbDamageOnBreak=false
DamageGateInterval=1.0f

[SFXGame.SFXShield_Player]
bRechargeable=true
MaxShields=(X=200.f,Y=200.f)
ShieldRegenDelay=(X=5.f,Y=5.f)
ShieldRechargeTime=(X=2.f,Y=2.f)
ShieldPointsPerBar=40.0f

Modifié par P3G4SU5, 08 juin 2011 - 10:15 .


#1202
RGFrog

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I'm fairly sure that anything listed in _base applies to all player, npc, and ai. Only if it's changed in a following sub category of SFXShield does it override what's lised in _base.

lines like bRechargeable=false are in _base so shields on ai don't recharge. So, if you changed that to true, then you'd also need to, in _base, make edits to ShieldRegenDelay=(X=5.f,Y=5.f) and ShieldRechargeTime=(X=2.f,Y=2.f).

Otherwise the ai would have to hide in cover the same amount of time (or longer depending on upgrades your shep has) as you do. Since ai don't tend to stay behind cover as long as you might when you play, it's unlikely you'll see much shield recovery on the standard mook.

That's the theory as I read it anyway. Too tired to test, but editing those two lines in _base and playing with the settings would be a start. Just understand that unless those lines will apply to every shield in game unless it has been changed in a subcategory of .SFXShield.

For instance, (based on what you have listed) you could end up with your biotic shep having super fast bariers since [SFXGame.SFXShield_Biotic_Player] doesn't modify these settings.

Have you checked to see what the changes to [SFXGame.SFXShield_Armour] have done to Grunt? Or does his armor act like a shield, i don't remember. Should probably not reply to this stuff just before I'm ready to fall asleep :)

#1203
Guest_Inge Shepard_*

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phoenixofthunder wrote...

P3G4SU5 wrote...

Not having any luck with the 'EnemyHealthMultiplier' values. <_<

I also tried adding the

'bHealthRegenerates=true'
'HealthRegenRate=0.5'

from '[SFXGame.SFXModule_DamageParty]' to each of the difficulty levels e.g. to '[SFXGame.SFXDifficulty_Level6]' but it had no effect in allowing enemies to rengenerate health.

Any further ideas?


Ok lets try a different tact.
Can you post the code and its corresponding C.ini section that you are using for their regenerating shields and armor.

Rheia wrote...

Hey, guys? I've a small annoyance issue.

I use armor locker mods (to stream in morinth asari commando armor and miranda's face mask  via the bind that brings up armor selection screen any place in game, avoiding normandy sound problems) but recently I've noticed that some stock npc armor textures aren't loading if I use it.

For example, blue suns in Zaeed's loyalty, mercenaries in Miranda's loyalty, few stock casual turnian outfit textures on citadel, mordin clinic etc. They appear as untextured white meshes with seams. They aren't related at all to the .pcc files that I'm streaming in.

Problem goes away if I don't bring up armor locker during loadout screen (not use it at all) or use it in the same room after I already see the npcs that are otherwise affected.

What gives, and how do I fix it?


Is your binding that streams' in the commando outfit paired with any or other outfits as well?
Example: Morinth, Zaheed & Miranda all bound to Numpad One........

Inge Shepard wrote...

I have order the Mass Effect™ 3 N7 Digital Deluxe Edition today.
And in the intervju on the BioWare TV, it seems like they have open for editing the game.
Just have to wait until Mars, and the see.

See you next year. I guess, hope. :)

-Inge


:blink::blink:
What?!,  
When?!
Where?!
:o:O
I didn't hear him say that we would be able to edit ME3.:huh:


Between the line, Phoenix. Between the line..
I order the game on EA Store.

#1204
P3G4SU5

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RGFrog wrote...

I'm fairly sure that anything listed in _base applies to all player, npc, and ai. Only if it's changed in a following sub category of SFXShield does it override what's lised in _base.

lines like bRechargeable=false are in _base so shields on ai don't recharge. So, if you changed that to true, then you'd also need to, in _base, make edits to ShieldRegenDelay=(X=5.f,Y=5.f) and ShieldRechargeTime=(X=2.f,Y=2.f).

Otherwise the ai would have to hide in cover the same amount of time (or longer depending on upgrades your shep has) as you do. Since ai don't tend to stay behind cover as long as you might when you play, it's unlikely you'll see much shield recovery on the standard mook.

That's the theory as I read it anyway. Too tired to test, but editing those two lines in _base and playing with the settings would be a start. Just understand that unless those lines will apply to every shield in game unless it has been changed in a subcategory of .SFXShield.

For instance, (based on what you have listed) you could end up with your biotic shep having super fast bariers since [SFXGame.SFXShield_Biotic_Player] doesn't modify these settings.

Have you checked to see what the changes to [SFXGame.SFXShield_Armour] have done to Grunt? Or does his armor act like a shield, i don't remember. Should probably not reply to this stuff just before I'm ready to fall asleep :)

Ah, you misunderstand me. I already have the shield regeneration working correctly in game for enemies - their shields recharge after about 3 seconds just like Shepards which makes it more of a challenge on Insanity :D.

The problem is that I can't get their health i.e. red bar to regenerate. The shield bars regenerate just fine.

Modifié par P3G4SU5, 09 juin 2011 - 07:29 .


#1205
phoenixofthunder

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P3G4SU5 wrote...

RGFrog wrote...

I'm fairly sure that anything listed in _base applies to all player, npc, and ai. Only if it's changed in a following sub category of SFXShield does it override what's lised in _base.

lines like bRechargeable=false are in _base so shields on ai don't recharge. So, if you changed that to true, then you'd also need to, in _base, make edits to ShieldRegenDelay=(X=5.f,Y=5.f) and ShieldRechargeTime=(X=2.f,Y=2.f).

Otherwise the ai would have to hide in cover the same amount of time (or longer depending on upgrades your shep has) as you do. Since ai don't tend to stay behind cover as long as you might when you play, it's unlikely you'll see much shield recovery on the standard mook.

That's the theory as I read it anyway. Too tired to test, but editing those two lines in _base and playing with the settings would be a start. Just understand that unless those lines will apply to every shield in game unless it has been changed in a subcategory of .SFXShield.

For instance, (based on what you have listed) you could end up with your biotic shep having super fast bariers since [SFXGame.SFXShield_Biotic_Player] doesn't modify these settings.

Have you checked to see what the changes to [SFXGame.SFXShield_Armour] have done to Grunt? Or does his armor act like a shield, i don't remember. Should probably not reply to this stuff just before I'm ready to fall asleep :)

Ah, you misunderstand me. I already have the shield regeneration working correctly in game for enemies - their shields recharge after about 3 seconds just like Shepards which makes it more of a challenge on Insanity :D.

The problem is that I can't get their health i.e. red bar to regenerate. The shield bars regenerate just fine.

Well I am working on it and as of now it is possible to get the enemy to regen their health but two things: 1) It is extremely slooooooooooooow and 2) they only do it once and if hit by fire they cease to regenerate health. 
Will continue to refine and see if I can't get it to work better.

Modifié par phoenixofthunder, 09 juin 2011 - 11:56 .


#1206
phoenixofthunder

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Inge Shepard wrote...

phoenixofthunder wrote...

P3G4SU5 wrote...

Not having any luck with the 'EnemyHealthMultiplier' values. <_<

I also tried adding the

'bHealthRegenerates=true'
'HealthRegenRate=0.5'

from '[SFXGame.SFXModule_DamageParty]' to each of the difficulty levels e.g. to '[SFXGame.SFXDifficulty_Level6]' but it had no effect in allowing enemies to rengenerate health.

Any further ideas?


Ok lets try a different tact.
Can you post the code and its corresponding C.ini section that you are using for their regenerating shields and armor.

Rheia wrote...

Hey, guys? I've a small annoyance issue.

I use armor locker mods (to stream in morinth asari commando armor and miranda's face mask  via the bind that brings up armor selection screen any place in game, avoiding normandy sound problems) but recently I've noticed that some stock npc armor textures aren't loading if I use it.

For example, blue suns in Zaeed's loyalty, mercenaries in Miranda's loyalty, few stock casual turnian outfit textures on citadel, mordin clinic etc. They appear as untextured white meshes with seams. They aren't related at all to the .pcc files that I'm streaming in.

Problem goes away if I don't bring up armor locker during loadout screen (not use it at all) or use it in the same room after I already see the npcs that are otherwise affected.

What gives, and how do I fix it?


Is your binding that streams' in the commando outfit paired with any or other outfits as well?
Example: Morinth, Zaheed & Miranda all bound to Numpad One........

Inge Shepard wrote...

I have order the Mass Effect™ 3 N7 Digital Deluxe Edition today.
And in the intervju on the BioWare TV, it seems like they have open for editing the game.
Just have to wait until Mars, and the see.

See you next year. I guess, hope. :)

-Inge


:blink::blink:
What?!,  
When?!
Where?!
:o:O
I didn't hear him say that we would be able to edit ME3.:huh:


Between the line, Phoenix. Between the line..
I order the game on EA Store.


:blink:I see, well not really:huh:.

..

#1207
bleetman

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I apologise in advance for my own inability to search, because I remember coming across this earlier.

I'm using this method to give Shepard a breather mask. It's working just fine, but I'm not all that keen on Miranda's. Could I add, say, Kasumi's, and what would I need to go about doing that? Is there a reference list around with them all?

Modifié par bleetman, 09 juin 2011 - 07:58 .


#1208
P3G4SU5

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phoenixofthunder wrote...

P3G4SU5 wrote...

RGFrog wrote...

*snip*

Ah, you misunderstand me. I already have the shield regeneration working correctly in game for enemies - their shields recharge after about 3 seconds just like Shepards which makes it more of a challenge on Insanity :D.

The problem is that I can't get their health i.e. red bar to regenerate. The shield bars regenerate just fine.

Well I am working on it and as of now it is possible to get the enemy to regen their health but two things: 1) It is extremely slooooooooooooow and 2) they only do it once and if hit by fire they cease to regenerate health. 
Will continue to refine and see if I can't get it to work better.

It's a start at least :). Mind telling me what you did to allow the enemies to regenerate health? Also, how slowly does it regenerate? Seconds? Minutes? I have a feeling that lines of code must be added somewhere in order to grant the ability to regen faster and multiple times.

Incidently, does anyone know what 'BleedOutInterval=...' pertains to in each of the difficulty settings:

'[SFXGame.SFXDifficulty]' and also,
'[SFXGame.SFXDifficulty_Level1]'-6?

Any chance this relates to time delay before health regeneration starts/the speed of health regeneration?

Modifié par P3G4SU5, 09 juin 2011 - 10:57 .


#1209
phoenixofthunder

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bleetman wrote...

I apologise in advance for my own inability to search, because I remember coming across this earlier.

I'm using this method to give Shepard a breather mask. It's working just fine, but I'm not all that keen on Miranda's. Could I add, say, Kasumi's, and what would I need to go about doing that? Is there a reference list around with them all?



Use google and do a search like this:

Web address, query

For example here at MIP3:
http://social.biowar...8/index/5055832 kasumi mask


same goes for MIP1 & MIP2

#1210
phoenixofthunder

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P3G4SU5 wrote...

phoenixofthunder wrote...

P3G4SU5 wrote...

RGFrog wrote...

*snip*

Ah, you misunderstand me. I already have the shield regeneration working correctly in game for enemies - their shields recharge after about 3 seconds just like Shepards which makes it more of a challenge on Insanity :D.

The problem is that I can't get their health i.e. red bar to regenerate. The shield bars regenerate just fine.

Well I am working on it and as of now it is possible to get the enemy to regen their health but two things: 1) It is extremely slooooooooooooow and 2) they only do it once and if hit by fire they cease to regenerate health. 
Will continue to refine and see if I can't get it to work better.

It's a start at least :). Mind telling me what you did to allow the enemies to regenerate health? Also, how slowly does it regenerate? Seconds? Minutes? I have a feeling that lines of code must be added somewhere in order to grant the ability to regen faster and multiple times.

Incidently, does anyone know what 'BleedOutInterval=...' pertains to in each of the difficulty settings:

'[SFXGame.SFXDifficulty]' and also,
'[SFXGame.SFXDifficulty_Level1]'-6?

Any chance this relates to time delay before health regeneration starts/the speed of health regeneration?


Haven't checked that out.......:? too afraid my shepard will bleed out in route too feed my fish!!!!!:crying::o:pinched: 


Here is what I have so far:
[SFXGame.SFXShield_Base]
bRechargeable=true
ShieldRegenDelay=(X=1.0f,Y=1.0f)
ShieldRechargeTime=(X=2.0f,Y=2.0f)
PartialBreakPct=0.55
ShieldPointsPerBar=40.f
bFastCoverRegen=true
bAbsorbDamageOnBreak=false
ShieldDisplayName=341713

[SFXGame.SFXShield_Energy]
bRechargeable=true
ShieldRegenDelay=(X=1.0f,Y=1.0f)
ShieldRechargeTime=(X=2.0f,Y=2.0f)
PartialBreakPct=0.55
ShieldPointsPerBar=40.f
bFastCoverRegen=true
bAbsorbDamageOnBreak=false
ShieldDisplayName=341713

[SFXGame.SFXShield_Armour]
bRechargeable=true
ShieldRegenDelay=(X=1.0f,Y=1.0f)
ShieldRechargeTime=(X=2.0f,Y=2.0f)
PartialBreakPct=0.55
ShieldPointsPerBar=40.f
bFastCoverRegen=true
bAbsorbDamageOnBreak=false
ShieldDisplayName=341714

[SFXGame.SFXShield_Biotic]
bRechargeable=true
ShieldRegenDelay=(X=1.0f,Y=1.0f)
ShieldRechargeTime=(X=2.0f,Y=2.0f)
PartialBreakPct=0.55
ShieldPointsPerBar=40.f
bFastCoverRegen=true
bAbsorbDamageOnBreak=false
ShieldDisplayName=341715

[SFXGame.SFXShield_GethEnergy]
bRechargeable=true
ShieldRegenDelay=(X=1.0f,Y=1.0f)
ShieldRechargeTime=(X=2.0f,Y=2.0f)
PartialBreakPct=0.55
ShieldPointsPerBar=40.f
bFastCoverRegen=true
bAbsorbDamageOnBreak=false
ShieldDisplayName=341716

[SFXGame.SFXShield_GethEnergy_Player]
bRechargeable=true
ShieldRegenDelay=(X=1.0f,Y=1.0f)
ShieldRechargeTime=(X=2.0f,Y=2.0f)
PartialBreakPct=0.55
ShieldPointsPerBar=40.f
bFastCoverRegen=true
bAbsorbDamageOnBreak=false
ShieldDisplayName=341716

[SFXGame.SFXShield_Energy_Player]
bRechargeable=true
ShieldRegenDelay=(X=1.0f,Y=1.0f)
ShieldRechargeTime=(X=2.0f,Y=2.0f)
PartialBreakPct=0.55
ShieldPointsPerBar=40.f
bFastCoverRegen=true
bAbsorbDamageOnBreak=false

[SFXGame.SFXShield_Armour_Player]
bRechargeable=true
ShieldRegenDelay=(X=1.0f,Y=1.0f)
ShieldRechargeTime=(X=2.0f,Y=2.0f)
PartialBreakPct=0.55
ShieldPointsPerBar=40.f
bFastCoverRegen=true
bAbsorbDamageOnBreak=false

[SFXGame.SFXShield_Biotic_Player]
bRechargeable=true
ShieldRegenDelay=(X=1.0f,Y=1.0f)
ShieldRechargeTime=(X=2.0f,Y=2.0f)
PartialBreakPct=0.55
ShieldPointsPerBar=40.f
bFastCoverRegen=true
bAbsorbDamageOnBreak=false

[SFXGame.SFXShield_Player]
bRechargeable=true
ShieldRegenDelay=(X=1.0f,Y=1.0f)
ShieldRechargeTime=(X=2.0f,Y=2.0f)
PartialBreakPct=0.55
ShieldPointsPerBar=40.f
bFastCoverRegen=true
bAbsorbDamageOnBreak=false


The health regeration started as soon as the shields went down but if even one stray bullet hits the target it ceased. It also took over five minutes to recover just one "letter" of the word "Health"<_<

#1211
phoenixofthunder

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They'd be dead by then as far as I am concerned in any respect.

#1212
P3G4SU5

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Thanks Phoenix. I think I'm going to experiement with the BleedOut values in the morning and see if 'bAbsorbDamageOnBreak=false' has any effect when changed to 'true'. I'll be back with the results.
For now I must go to bed or I'll fall asleep at the computer -_-. G'night.

Modifié par P3G4SU5, 10 juin 2011 - 01:15 .


#1213
RGFrog

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bleetman wrote...

I apologise in advance for my own inability to search, because I remember coming across this earlier.

I'm using this method to give Shepard a breather mask. It's working just fine, but I'm not all that keen on Miranda's. Could I add, say, Kasumi's, and what would I need to go about doing that? Is there a reference list around with them all?


I've put all the mask on shep in the testing. You just need to put the model you want to use in the HelmetAppearances line (be specific about male/female) and the load or stream the appropriate character with your bind.

Zaeed's works well, Jack's works, Morinth's, I think Kasumi's was too small... you'll just have to play around with them and find the one you like the most.

PoT's example of using google works for me like this (copy and paste the following into your address bar or search field): kasumi mask http://social.biowar...8/index/5055832

Which would get you somewhere close to a post of his about a similar topic

#1214
RGFrog

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Just searched through SFXGame. There's nothing that looks like an enemy or ai health regen.

#1215
lastpatriot

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This is somewhat off topic but considering the level of tech knowledge of the community, I thought that one of you may have seen this error before....

I just installed ME:2 on another computer of mine, copied over the contents of my "my docs" folder in relation to ME:2, and then copied over my C.ini file. For some reason though, the keybindings all appear messed up in that none of the movement will work correctly. I've found that if I mash a key down, my Shep will walk a few feet, stop and that's about it.

Any idea what could the problem here or should I just wipe the game and install it again?

#1216
Burdokva

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Probably because the c.ini is from patch 1.02, and you pasted in to a vanilla installation. I remember 1.02 messed up the controls because of the Hemmerhead tank and in the read-me it said you had to re-map them from scratch.

#1217
Burdokva

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I've been wondering, has someone tried to make each gun use a different overheat/cooldown rate when using this setting "weaponsuseheat=true"? There's a global weapon heat value (20.0 by default), but for some weapons (like the sniper rifles) it's ridiculously slow, while anything faster makes the SMGs into nearly unstoppable streams of death...

Is it possible to assign hose two parameters in the section of each gun and tweak it individually?

#1218
phoenixofthunder

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lastpatriot wrote...

This is somewhat off topic but considering the level of tech knowledge of the community, I thought that one of you may have seen this error before....

I just installed ME:2 on another computer of mine, copied over the contents of my "my docs" folder in relation to ME:2, and then copied over my C.ini file. For some reason though, the keybindings all appear messed up in that none of the movement will work correctly. I've found that if I mash a key down, my Shep will walk a few feet, stop and that's about it.

Any idea what could the problem here or should I just wipe the game and install it again?


Burdokva wrote...

Probably because the c.ini is from patch 1.02, and you pasted in to a vanilla installation. I remember 1.02 messed up the controls because of the Hemmerhead tank and in the read-me it said you had to re-map them from scratch.


^^^^^^^^^^^^^
Most likely this.
Just install one of the big DLC's that overwrights the C.INI (Hammerhead or LOTSB for instance)


Burdokva wrote...

I've been wondering, has someone tried to make each gun use a different overheat/cooldown rate when using this setting "weaponsuseheat=true"? There's a global weapon heat value (20.0 by default), but for some weapons (like the sniper rifles) it's ridiculously slow, while anything faster makes the SMGs into nearly unstoppable streams of death...

Is it possible to assign those two parameters in the section of each gun and tweak it individually?


Don't know if this will work.
You could try placing the variable under:
[SFXGame.SFXWeapon] & [SFXGame.SFXHeavyWeapon]
and commenting out the global value.......

P3G4SU5 wrote...

Thanks Phoenix. I think I'm going to experiement with the BleedOut values in the morning and see if 'bAbsorbDamageOnBreak=false' has any effect when changed to 'true'. I'll be back with the results.
For now I must go to bed or I'll fall asleep at the computer -_-. G'night.


Update>?

Modifié par phoenixofthunder, 11 juin 2011 - 09:31 .


#1219
Epic Legion

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Burdokva wrote...

I've been wondering, has someone tried to make each gun use a different overheat/cooldown rate when using this setting "weaponsuseheat=true"? There's a global weapon heat value (20.0 by default), but for some weapons (like the sniper rifles) it's ridiculously slow, while anything faster makes the SMGs into nearly unstoppable streams of death...

Is it possible to assign hose two parameters in the section of each gun and tweak it individually?


There are fHeatDissipationCooldown and fHeatDissipation but they seem to be locked from config. I can try hex-editing SFXGame.pcc if you really want it.

Edit:

Nvm this is for something else

Modifié par Epic Legion, 11 juin 2011 - 09:40 .


#1220
P3G4SU5

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phoenixofthunder wrote...

P3G4SU5 wrote...

Thanks Phoenix. I think I'm going to experiement with the BleedOut values in the morning and see if 'bAbsorbDamageOnBreak=false' has any effect when changed to 'true'. I'll be back with the results.
For now I must go to bed or I'll fall asleep at the computer -_-. G'night.


Update>?


I've tried increasing the 'BleedOut' values and decreasing them past the default values to no effect. I'm going to start looking into the following blue areas:

[SFXGame.SFXDifficulty_Level6]
MinScore=500
MaxScore=500
PlayerShieldRechargeModifier=1.4
MaxAttackTickets=4
MaxAttackTicketsHench=2
MaxTargetTickets=6
MaxTargetTicketsHench=2
EnemyHealthMultiplierLow=(X=10000, Y=10000)   
EnemyHealthMultiplierHigh=(X=10000, Y=10000)   
PlayerHealthMultiplierLow=(X=0.435, Y=0.435)
PlayerHealthMultiplierHigh=(X=0.435, Y=0.435)
HenchHealthMultiplierLow=(X=0.435, Y=0.435)   
HenchHealthMultiplierHigh=(X=0.435, Y=0.435)   
FriendlyHealthMultiplierLow=(X=0.435, Y=0.435)
FriendlyHealthMultiplierHigh=(X=0.435, Y=0.435)
EnemyPowerCooldownMultiplier=0.5
SquadPowerDurationMultiplier=0.5
SquadPowerCooldownMultiplier=1.0
EnemyShieldBonus=0.65f
DifficultyLevel=5
AmmoDecayMultiplier=1.0f
EnemyAimMultiplier=0.25f
BleedOutInterval=0.1f

Hopefully there's a way to get this feature functioning. I know it must be possible because Vorcha regenerate health by default.

Modifié par P3G4SU5, 11 juin 2011 - 11:14 .


#1221
RGFrog

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Hench will only affect your squad mates.

Enemy will affect the range of initial health when the pawn is spawned.

You can set them to the same value and that's what all spawned enemies will have for health values. Increase these numbers in levels 1 through 5 and you'll have a more difficult time killing targets.

However, neither setting will result in recharging enemy health.

If you're looking at vorcha, it would seem their regen is actually a power:  SFXGameContent_Powers.SFXPower_VorchaRegen

Krogan have it as well: SFXGameContent_Powers.SFXPower_KroganRegen

Modifié par RGFrog, 11 juin 2011 - 11:50 .


#1222
P3G4SU5

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RGFrog wrote...

Hench will only affect your squad mates.

Enemy will affect the range of initial health when the pawn is spawned.

You can set them to the same value and that's what all spawned enemies will have for health values. Increase these numbers in levels 1 through 5 and you'll have a more difficult time killing targets.

However, neither setting will result in recharging enemy health.

If you're looking at vorcha, it would seem their regen is actually a power:  SFXGameContent_Powers.SFXPower_VorchaRegen

Krogan have it as well: SFXGameContent_Powers.SFXPower_KroganRegen

Interesting...it's not the method I was initially planning to use but a power work-around could achieve the same result.

Does anyone know if i's possible to add powers to enemies? I'm pretty sure I remember someone that added powers to squadmates, but is it possible for enemy NPCs as well?

Modifié par P3G4SU5, 12 juin 2011 - 12:37 .


#1223
P3G4SU5

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RGFrog wrote...

Hench will only affect your squad mates.

Just out of curiosity - if 'Hench' refers to squadmates then what does 'Friendly' apply to?

The only thing I can think of is the combat turrets that can be hacked to become friendly on Legion's Loyalty.

#1224
P3G4SU5

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*bump*

#1225
phoenixofthunder

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P3G4SU5 wrote...

RGFrog wrote...

Hench will only affect your squad mates.

Enemy will affect the range of initial health when the pawn is spawned.

You can set them to the same value and that's what all spawned enemies will have for health values. Increase these numbers in levels 1 through 5 and you'll have a more difficult time killing targets.

However, neither setting will result in recharging enemy health.

If you're looking at vorcha, it would seem their regen is actually a power:  SFXGameContent_Powers.SFXPower_VorchaRegen

Krogan have it as well: SFXGameContent_Powers.SFXPower_KroganRegen

Interesting...it's not the method I was initially planning to use but a power work-around could achieve the same result.

Does anyone know if i's possible to add powers to enemies? I'm pretty sure I remember someone that added powers to squadmates, but is it possible for enemy NPCs as well?



Hmmmm.............
Maybe try something like this (no guarantees though):
Binding=("GivePower enemy SFXGameContentSFXGameContent_Powers.SFXPower_KroganRegen")