Player health values?

Started by demontrace, April 10, 2012, 08:31:42 PM

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demontrace

Hi everybody.  I'm rather new to this site, although I've been actually reading a lot of the posts, and have modded my game quite a bit.  I had tried the Realistic Weapons patch, and thought it was pretty cool, but I just couldn't get comfortable with the recoil on the assault rifles, and decided to just take matters into my own hands, which is probably how it should be.

In any case, does anyone have any idea where I would look for adjusting the player's health amounts?  I swear I'd read a post where someone mentioned a possible health area in one of the .xml files, but I cannot seem to find it again.  Even tried using the search function.  I did, however, find a section that intrigues me, but not sure I want to start messing with something I'm unsure of.

<PlayerSickness>
             <Health
                 ValueBarSize="80"
                 ValueCriticalRegenHealthBars="5"
                 ValueRegenDelay="5"
                 ValueRegenRate="1"
               ValueBurnDamageRate="70"
               ValueBurnDamageMax="130"

This, and finding out where changing the amount of sprint you have available to you, or rather your stamina amount, are pretty much all that are left before I consider my game modded about as much as I need.  You guys provided all the other info I'd need.

Thanks for any help!

PZ

I haven't played with those values much, but nexor has modified the jump height, the pattern of which might be similar to what you're trying to achieve.  Here is a bit of code in player.xml that looks intriguing.  Playing with the numbers might alter things for you - one thing though, there are often many sections within the same file that need changing.

          <object type="Body">
            <value name="fJumpHeight" type="Float">1</value>
            <value name="fJumpHeightExhausted" type="Float">0.4</value>
            <value name="fGravity" type="Float">-18</value>
            <value name="fWalkingMaxSpeed" type="Float">3.8</value>
            <value name="fWalkingMaxSpeedCrouch" type="Float">2.5</value>
            <value name="fWalkingAcceleration" type="Float">30</value>
            <value name="fWalkingDeceleration" type="Float">30</value>
            <value name="archSprintCurve" type="String">Curves.Locomotion.Sprint</value>
            <value name="fSprintingDeceleration" type="Float">20</value>
            <value name="fClimbSpeed" type="Float">1.4</value>
            <value name="fSwimmingMinDepth" type="Float">1.56</value>
            <value name="fSwimmingMaxSpeed" type="Float">5</value>
            <value name="fSwimmingAcceleration" type="Float">5</value>
            <value name="fSwimmingDeceleration" type="Float">10</value>
            <value name="fDivingMaxSpeed" type="Float">5</value>
            <value name="fDivingAcceleration" type="Float">5</value>
            <value name="fDivingDeceleration" type="Float">10</value>
            <value name="fSprintingTurnModifier" type="Float">0.2</value>
            <value name="fSprintingStrafeLimit" type="Float">0.5</value>
            <value name="SwimmingClimbMinHeight" type="Float">0</value>
            <value name="SwimmingClimbMaxHeight" type="Float">1</value>
          </object>


You might just try playing with the values in the section you mentioned because it looks like you should be able to change the delay from when you are damaged to when you begin to regenerate your health (ValueRegenDelay="5") - perhaps change it to 1 instead of 5 so you regenerate almost immediately (or the reverse if you want to the delay longer).  ValueRegenRate="1" seems like it should modify how quickly you regenerate once the damage being applied is gone.

Weldome to OWG by the way  ;)

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