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From when I was first writing the logic for crash detection, it appeared to use metric, so if you were going at 30mph, thats be about 48km/h, which is very close to the upper bound of low severity crashes by default. Its likely you were going slightly faster and actually triggered a medium severity injury, as lacerations caused by PVI are impossible at the default options.
Hope this helps!
PVI - Main [gyazo.com]
PVI - Debug [gyazo.com]
PVI - Low [gyazo.com]
PVI - Medium [gyazo.com]
PVI - High [gyazo.com]
PVI - Fatal [gyazo.com]
For the numbers you see in these screenshots, do the following to get the injury min and max times in hours:
Scratch time = (Scratch Min or Max) * 0.934
Laceration time = (Laceration Min or Max) * 0.34
Fracture time = (Fracture Min or Max) * 1.943
The injury times scale really weirdly and don't heal at the same rates but over different durations. I'm uploading an update now so you just need to put the actual injury time in hours into the respective sandbox option, as writing a tooltip that makes sense for each of these was a pain.
I recommend users of PVI revisit their sandbox options and adjust their sandbox options accordingly.[/b]
I did a good bit of testing, both by myself and with the help of a friend for this update. It's good to hear that PVI's working as expected, especially after a fairly large update like v3.3.
If you do run into any bugs/issues/crashes, do let me know either in a discussion thread or in a comment.
I wouldn't rule it out but I won't make any guarantees. I know there is a sandbox option for this but I have no idea how well or if at all this works in MP.
oh snap this look awesome we are voting on adding it to our server now.
I'll have to check the mods code itself to see if theres a way for me to call Real Knockout to happen, or if the mod author could implement a trigger I can call to have PVI determine when it should happen, but Real Knockout handle the knocking out part.
Next time I look at PVI again (it's been a hot minute) I'll look into how Real Knockout handles knockouts, and see about adding compatibility.
Now that you've brought it up, I might do just that and force the option to off, since leaving it on may cause other people to get wildly different results that what they may have configured.
Also saw you included a mention & link to PVI's workshop page, so I've come up to par and set 'Working Seatbelt' under my features section to also link to your page. Much appreciated for that btw!
Airbags operate in the same exact way as seatbelts, where if the airbag is to be deployed in a crash, it may apply damage reduction independently if the seatbelt is not buckled, or its effect may stack with the seatbelt if the seatbelt is buckled (seatbeltDamageReduction + airbagDamageReduction)
I'll have to get a patch out to fix that, multiplication by nil might brick PVI.
I saw you implemented airbags in your latest update too, are these meant to just be an upgraded seatbelt, or what injuries & body parts to they protect?
-workingSeatbelt.seatbeltDamageReduction
-workingSeatbelt.seatbeltFractureReduction
Appreciate the heads up, the only two sandbox options I'm hooking onto/looking for are:
- workingSeatbelt.damageReduction
- workingSeatbelt.fractureReduction
Have these changed, and if so, what to?
I just wanted to notify you that I've just released a major update in the mod, with some names of SandboxVars being changed, in case your mod utilizes said SandboxVars!
The logic was determining the injuryTime for each injury by:
injuryTime = injuryTime * seatbeltDamageReduction
instead of:
injuryTime = injuryTime * (1 - seatbeltDamageReduction)
Which would, if you have an injury time of 10 and a damage reduction of 40%, reduce the injury time to 4 (a 60% reduction) instead of to 6 (the 40% reduction the sandbox options specify).
Maybe this was what you were experiencing? It could also have been that PVI rolls the injuryChance for each individual injury, so you might just be getting lucky in testing, hence why some collisions are really bad, and some cause few injuries.
Just to clarify as well, the seatbelts help by reducing the severity of the injury, meaning the time it will last, it doesn't actually 'downgrade' the injury itself.
Let me know if this helps clarify/solve anything, if not, more detail on what you mean by the damage being reversed would be much appreciated.
Should be updated!
Ended up settling in the middle and just adding compatibility for Working Seatbelts, among a few other things.
If theres any issues with the new update, do let me know!
And thanks for downloading my mod :)
I've been wanting to add both seatbelts, helmets, and damage on top of injuries for a while, just never had the time to look into implementing TimedActions. I'll aim for the next update to PVI (which should be relatively soon as I'm going on break from uni) to include support for helmets reducing head injuries, a Working Seatbelt patch, and a flat amount of damage on top of injuries.
One thing I'll note though, is I'm not entirely sure how the game handles knowing what the vehicles speed is. This is to say, if you experience rubberbanding while in a vehicle, the mod might be a bit janky with handing out injuries, but that's a whole seperate issue out of this mods control.
The issue arrises when vanilla decides to give you injuries on top of what PVIMP will cause, stacking injuries. Vanilla collisions also add flat damage on top of causing scratches/lacerations/fractures/etc.
I recommend you disable it (I might try forcing it off in a future update instead of relying on the player doing so) as I intend on also adding this flat damage mechanic to make collisions have a bit more 'oomf' on the initial impact.
I'll push a patch right now to fix that, thanks for bringing it to my attention!