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Post by JRavens on Aug 1, 2015 13:18:03 GMT
For future reference (in case I or someone needs this information): Animal health is set by this line in each animals entity archetype file: 2B41D37D The value on this line can be changed from binhex to Float32 Here are most of the default values. A normal human has 100 and Ajay has 100 PER BAR of health. The number in parenthesis is the default binhex number. Snake = 2 (00000040) Crow = 10 (00002041) Chicken = 15 (00007041) Rat, Lizard = 20 (0000A041) Vulture = 25 (0000C841) Shangra La Demon Dogs = 40 (00002042) EEEAGLE! = 50 (00004842) Turtle = 60 (00007042) Monkey = 75 (00009642) Bharal (aka Goat), Pigs, Sambar (aka Deer) = 110 (0000DC42) Malaysian Tapir = 120 (0000F042) Attack Dog = 150 (00001643) Shangra La Tiger Companion = 185 (00003943) Dhole, Demon Fish = 200 (00004843) Honey Badger = 215 (00005743) Wild Boar = 250 (00007A43) Tibetan Wolf = 300 (00009643) Clouded Leopard = 450 (0000E143) Mugger Croc = 500 (0000FA43) Snow Leopard = 600 (00001644) Yak = 700 (00002F44) Giant Black Demon Fish = 800 (00004844) Bengal Tiger = 850 (00805444) Rare Black Wolf = 1080 (00008744) White CHested Bear = 1100 (00808944) Himalayan Brown Bear = 1300 (0080A244) Elephant = 2000 (0000FA44) Rhino = 3200 (00004845) Rare Corrupted Elephant = 7200 (0000E145) * PS I haven't found every creature yet including the elusive Yeti
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Post by mikeweeks2346 on Aug 1, 2015 17:12:16 GMT
Can it be determined if any animal has critical hit points; i.e., a clean one-shot (say with an arrow) to the head will result in a kill?
I've experienced with wild boars that if fairly close can "sometimes" get a one-shot kill if directly into the front of the animal (i.e., right in front part of its head). This with the hunter bow and using the enhanced v1.8 mod.
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Post by JRavens on Aug 1, 2015 18:03:52 GMT
Hmmm there's a lot of undefined fields in the animal files so it's certainly possible.
This section looks suspicious and the only thing that mentions multipliers:
<object name="HitLocationMultipliers"> <object name="HitLocationMultiplier"> <field hash="57CDD6A0" type="BinHex">00000000</field> <field hash="DBAB2F6A" type="BinHex">01000000</field> </object> </object>
It's possible those two undecoded values shown above are boolean (true/false) switches for criticals or something similar. I honestly don't know as not much has been experimented with in the animal files...
EDIT - further inspection shows the same values in human archetype files as well. Also the values are tucked under the heading "lootmultipliers" so I suspect that they have to do with allowing the designation to change loot (or the ability to loot the corpse) based on how you killed the opponent. Maybe they are used to designate excessive damage (explosions, etc) render the target unlootable or something similar...
In addition if I recall correctly I upped the damage on the hunter bow arrows against animals in one of the versions. Maybe that results in a OHK on boars? You can confirm that it doesn't always happen with boar headshots?
Some weapons also have an additional range drop off of about x .7 damage after a certain range. Maybe the range drop off + my increasing damage makes the arrows OHK when in very close proximity to a boar (closer than whatever range triggers the drop off)
For example say I have the arrow file damage set to 250 damage with a x .4 modifier against humans (bringing it back down to around 100 damage) and say for example the bow file has under 8 meters ranage the damage is x1.0 while over 8m range the damage is x0.7. In that hypothetical example most times when you shoot a boar (head or body) then you are doing 250 x .7 = 175 points of damage. UNDER 8 meters range and you do the full 250. Then many times it seems like it takes 2 arrows, but maybe on occasion the boar is closer and it takes 1 arrow. I know I tend to always aim for the head when an animal is close or charging me. This all just theory however.
I guess I need to look at the arrow and hunter bow files from 1.8 and see exactly what values are plugged in those to completely ascertain what might be going on there with damage (if that's even what is causing it)...
On the other hand maybe it's just an occasional Far Cry glitch.
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Post by mikeweeks2346 on Aug 1, 2015 20:46:28 GMT
There must be something to those undecoded numbers. Just as a general indicator, again using the final enhanced version 1.8 version, hunter bow:
you now OHK a mud croc - it's set at 500 points;
you hit a wild boar (250) in the flanks, it isn't going down; it will take another shot. And as previously stated, it's possible to do a OHK fairly close, and to the head - but I suspect it's a very small area, as it doesn't always seem to be the case - I always assume it won't OHK, so am prepared to let loose again.
Now, slightly off subject, but regarding how an animal reacts to being shot - the more challenging ones to bring down are the animals which flee if you can't OHK - those that turn to face you normally are dispatched with the second, third arrow if you don't hesitate. You just have to be prepared. Those others you have to go find, or at least wait for them to ever so slowly return to the original area. Yaks are good examples of that.
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Post by JRavens on Aug 1, 2015 23:52:26 GMT
Hmmm something funny going on for sure... I just checked the primitive arrow and I have it set for 195 so it will one shot small game but need two against the more dangerous stuff. One shotting crocs has to be some kind of an arrow multiplier for them.
Can you one shot a croc with the reflex bow?
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Post by mikeweeks2346 on Aug 2, 2015 6:20:44 GMT
To the question regarding the croc. Could not OHK a croc with the recurve bow. Back to the hunter bow and croc - OHK when you shot at the head - which for the croc is the natural target given how you find them along the shore. Never thought to aim anywhere else to determine what might happen. It's floating right there in front of you, so the head is the natural target.
There must be a multiplier based on another example. Taking down a rhino with the hunter bow - when you aim (and hit only in the head) is takes well less than 16 arrow hits for the kill (3200/200) -- just rounded the 195 stated above. I'd say about 6-7 arrows, from memory. I always wait until the quiver can carry 15 below taking on the rhino since I can't be sure of always getting head shots.
Same for the Yak - regardless of area, two arrows will kill it with the hunter bow.
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Post by JRavens on Aug 2, 2015 12:02:27 GMT
Hmmm Yak has 700 and the croc has 500 so there must be another multiplier being used by the arrow or bow. I'll take a closer look at the bow and arrow...
EDIT - nope cannot find anything that should be multiplying the damage. This is really odd. I wonder if the animals themselves have some kind of multiplier to certain damage types. I found that vehicle tires have a x4 multiplier to bullets and a whopping x12 multiplier to arrows. If you don't mind when you get the chance can you find a yak and using just the REFLEX bow count body shots and see if it takes 7 arrows? (Reflex should have the default 100 points of damage)
Now that you mention the Rhino I DO recall people saying something like you could put them down in the base game with a single shot using one of the uber sniper rifles (SA-50/Z93) by aiming exactly at their eyeball. Maybe the game does indeed have a critical spot around the eyes...
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Post by mikeweeks2346 on Aug 2, 2015 16:38:26 GMT
I can run a test later. To be sure of the parameters - this would be with the enhanced 1.8 game, correct?
And speaking of a OHK on a rhino - Bontainer's nightmare ver. 17 upped the recurve bow damage to the tune of something that anywhere in the head, the rhino is down. Haven't tested that change with body shots just to see the results.
As for the base game; a Z93 shot simply to a rhino's head was enough for a OHK. Did that multiple times - it's the (or at least one of) reason to take a buzzer up to Tower 10 early once Act 1 is completed and take down the four RG NPCs located at that location in the south. It gives you the P416 & Z93.
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Post by mikeweeks2346 on Aug 3, 2015 2:48:27 GMT
Here's the test with the recurve bow with Enhanced v1.8 on Yaks -
non-head shots - it takes three;
one headshot - it takes two (regardless of where the second one hits).
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Post by JRavens on Aug 3, 2015 15:56:52 GMT
Upon further reflection I would guess you (like most of us) have the game difficulty set to hard.
Maybe the damage increase is further multiplied by that setting.
3 shots to kill a yak with supposedly 700 health though hmmm... I may need to try and set up a test to examine different weapon damages and verify some of these numbers.
If I set an M1911 to exactly 100 damage with no drop off I should be able to ascertain by how many body shots it takes at normal and hard to take down a yak - then I can go from there with the default unmodded bows at normal and hard and see how many of those it takes.
I suppose none of this is critical, but it really has me wondering how some kinds of damage are computed. Maybe arrows by default have an additional multiplier...
I might also see if I can place yaks with the map editor and using the unmodded game test how many body / head / head + body shots it takes with reflex bow on both hard and normal difficulties.
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Post by mikeweeks2346 on Aug 3, 2015 19:12:43 GMT
Game difficulty might indeed be a factor - my setting has always been on hard, regardless of vanilla or any mod.
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Post by JRavens on Aug 5, 2015 13:39:26 GMT
UPDATE: Ok here's what my limited testing revealed. I removed all mods and created a simple "corral" map in the editor with a few Yak and crocs separated into pens so they couldn't get away Using an MS16 with a default damage of 70 it took exactly 10 body shots to kill a yak and 5 headshots. This was the same in BOTH NORMAL and HARD difficulty. Oddly crocs took 8 body shots (8 x 70 = 560), but only 3 headshots (3 x 140 = 420) having me wonder if the head multipler is higher than x2 or if it is assigned per animal... I added an attack dog (150) and some dholes (200) and a carefully placed MS16 shot to the head would often result in a one shot kill further reinforcing my belief that the head shots are stronger than simply x2. Either a x2.5 or x3 multiplier I suspect. Using either bow required 3 arrows to the body of a Yak or 2 to the head (1 to the head and 1 to the body was insufficient). Again both in NORMAL and HARD difficulty levels. A dhole or dog could be killed with a single headshot from an arrow, but took 2 body shots... So that leads to more confusion about arrow damage. Testing crocs it took 4 body arrows or 2 head arrows or 1 head arrow + 2 body arrows. So at 500 health that's not consistent with Yaks at 700 health. I'm guessing each animal must have a multiplier for arrows... just not 100% sure. This also leads me to believe that either the difficulty level does not affect player damage or at least not while testing a map in the map editor. I'm too lazy to try and hunt down Yak in the main game in normal and then restart in hard and track them down I really do believe though that only enemy damage is increased by the difficulty level. It would make sense that would increase the difficulty. Still unclear about the actual arrow damage. It's set in the arrow at 100 points, but it's behavior is inconsistent across animals.
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Post by mikeweeks2346 on Aug 6, 2015 2:06:53 GMT
With what your limited testing sample showed I think we're back to the basic challenge w/ FC4 when it comes to modding: access denied to all the appropriate coding parameters that the game utilizes. Because of that, it' a choice of how does one wish a specific weapon to perform (arrows for example) within game parameters, then go about testing them with the changes that can be done within the game itself, on all the various settings - time-consuming and tedious to be sure, unfortunately.
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Post by bontainer on Aug 11, 2015 16:44:04 GMT
I did not read through all posts, but did you regard the fact that all weapons have their own head damage multipliers? I usually set all weapons I modify to a x3 modifier.
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Post by JRavens on Aug 11, 2015 17:06:50 GMT
The multipliers in the weapon files only seem to affect the human NPCs. This is how we can make weapons that do more damage to animals (make a weapon do say 200 damage and then use the multipliers to LOWER the damage for human opponents)
Having said that animals DO take more damage to the head, but it's kind of inconsistent from animal to animal (some seem to take more than others).
Now that I look at the Yak file I do see an interesting entry in it that is different from the other animals... hmmm.
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