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Fail Terbaru
(Lihat Semua)
- Config
246
12
1.0.0
By Venator
- Gameplay
5.0
401
6
1.0.0.0.25.11.17.3586
By Venator
@William Halverd Yes of course no problem then! A nice credit is great, and yeah.
@William Halverd If you want detailed information, just DM me (Venator5824 on discord). So, if i may ask, will your community weapons pack be for free i assume, and what exactly do you plan with it? And would you 1:1 reupload my file or would you use the file as a basic for change? Or do you want to change much more files and just use the basic information?
@Neuromance No problem
@Neuromance i guess you use the uninstaller?
@William Halverd It depends on the armour value of an NPC. The weapon got a base damage, and that is scaled with distance. And there is a headshot damage multiplier. Default vanilla was 1000x. I scaled down to 5x. This means a weapon doing 25 damage, e.g. SMG or so, will now do 125 damage. Most peds will die by this. But if a NPC, like SWAT, got 100 armour and 200 health (100 health is usually the dying threshold for most peds, so they only have 100 health realisticly black on white), they will take one shot to the head -> down to 175 health. Might get up. But an MG that does 45 default damage, an 5.0 multiplier will lead to 225 damage in one shot to the head, meaning kill. If you want army to be headshot - resistant, give those responding during wanted levels armour. The armoured Army soldier model is S_M_Y_Marine_03 for vanilla GTA 5.
@TrevorIndustries47 Hey. So, i this script i found, works for your desired goals, at least partially, for me. It should already be installed with RDE4.0.0, but maybe its not fully working / overriden in your version. https://github.com/cpast/GTA_Combat_Tweaks/releases . Combattweaks.asi. If you already go it, that might not be the issue, but for me, it partially works when combined with my mod.
@click7414 Try laser then
@TrevorIndustries47 Thanks man! Always happy to please someone with my work. NexusMods will likely follow for this mod as soon as i got time. I got NexusMods already, jet this mod not released there. And about your question: I am constantly working to improve the behaviour with my next mod. The issue is know, the reason is simple. The cops will, after some time, always get close to your position, regardless of ingame mods and tunings. Maybe its more extreme on the RDE GTA 5, or on the GTA 5 without any mods, but its a fundamental thing in the game AI. Assuming, this is hardcoded in the game. Without scripting, this will not really change. When i got a better solution to at least improve it, or a fix, i will of coures share it!
@bloolol None, you have to set their headshot damage multiplier for each weapon in their corresponding meta file (weapons.meta weapons meta files in the DLCs) to a value that allows peds with high armour (armoured NPCs usually wear helmets) to have more health and thus resist headshots. Its armour, health, and weapon damage bound. Not Helme-t object bound. I set most multipliers, depending on the weapon, to 4.0 to 6.0.
@Aztecz8798 Ah i see man! Then have fun. One day you might update. Happens