ive modified both the RPG and the commander armour for the game, and for some odd reason the RPG is suddenly knocking off 4 plates of armour in one shot (the RPG only has 15 extra damage, and the com armour has a bunch of extra HP and resistances Comm armour RPG
Could you post the differences between your version and the most recent version that didn't have the effect? (the version you based it on)
Try to use something like git, time machine or windows file history, it helps you figure out what caused things to go bad. Can you list the differences? If you have a lot of changes with the current version, try reverting half the properties and test again, if it still fails, remove another half, etc.
MY VERSION { // Weapon characteristics: "Damage" "145" // damage "Bullets" "1" // bullets per shoot "CycleTime" "2" // time between shoots //Explosive-specific values "Velocity" "2600" // Rocket velocity "Turning Speed" "2.5" // Turning speed (0-1) "Explosion Force" "100" // Explosion push force "Explosion Radius" "80" // Explosion radius "Explosion Sprite" "9" // This number is converted into a particle name in game_particles.txt CURRENT WeaponData { // Weapon characteristics: "Damage" "130" // damage "Bullets" "1" // bullets per shoot "CycleTime" "3" // time between shoots //Explosive-specific values "Velocity" "1500" // Rocket velocity "Turning Speed" "1.5" // Turning speed (0-1) "Explosion Force" "100" // Explosion push force "Explosion Radius" "50" // Explosion radius "Explosion Sprite" "9" // Explosion Sprite Difference in RPGs
You can most likely ignore CycleTime and Turning Speed. The most promising value seems Angle Modifier. If that doesn't change it, try reverting half of the values, etc...
Change velocity of rpg back to normal and test again. CV armor is weak against high velocity things afaik.
That's the speed to damage modifier, which is 0. So no that's not it. Only thing I v can think of is you changed the comm to use plain armor instead of the comm armor. To help see what exactly it is try hitting it with something else, sticky nades or a rail heavy or somersetting. There's nothin wrong with values as far as i can tell.
Isnt there a backup system that makes commanders use plain if the commander armour is bugged? this because otherwise the armor prevents the game from even booting.
Just revert all your changes to the comm vehicle armour, then test out the RPG on it. If it doesn't take off 4 plates, you're golden. Besides, you won't need to compensate the CV armour, it's pretty strong to RPGs and 10% less damage from them is probably a bad thing anyway.
That's not 10%, it's 90% less damage. It's pretty clear it's just to see if rpg was working right and the fact it's not changing anything says to me it's not using comm armor.
ke ke ke i knew i still had it... i am surprised about how much tiny querks i know of this games inner working while never having seen a class of code. edit; besides the stuff mootant shared with me that is... full disclosure
it wasn't syntax at all, it was just me not noticing the ending of the script that contained all active Armour's. it was an absolutely tiny detail that was difficult for me to notice.
I hope you're using something like Notepad++ or Sublime and not using the basic Notepad program for your edits.