I'm testing with a customized chassisDef to reduce stability damage. I set it lower than the 32 that appears in game, floor maybe. The mech status show its stability is 32/32.
falling happened!
location taking damage: RightLeg
Date: 8/1/2018 10:43:18 AM
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falling damage numbers
pilotSkill: 5
mitigation: 0.2379729
rawFallingDamage: 27.5
mitigationPercent: 24
fallingDamageValue: 20.95575
Date: 8/1/2018 10:43:18 AM
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This was the only thing appearing in the log after opfor shot an unstable mech. The mech doesn't show knocked over. It will eventually fall over from effects I predict, I've seen this happen twice now. Maybe I just created an edge case with my stupid chassisDef...
Seems like the mech wasn't in an unsteady state, more damage put it there, and more damage yet made it fall over. This seems to be tied with stability versus unsteady state. More evidence to the chassisDef foolery.
Update: I think these calls to AddRelativeInstability may be at fault for the weird values... not sure why.
|
attacker.AddRelativeInstability(instabilityToAdd, StabilityChangeSource.DFA, attacker.GUID); |
|
attacker.AddRelativeInstability(instabilityToAdd, StabilityChangeSource.Attack, attacker.GUID); |
I'm testing with a customized chassisDef to reduce stability damage. I set it lower than the 32 that appears in game, floor maybe. The mech status show its stability is 32/32.
This was the only thing appearing in the log after opfor shot an unstable mech. The mech doesn't show knocked over. It will eventually fall over from effects I predict, I've seen this happen twice now. Maybe I just created an edge case with my stupid chassisDef...
Seems like the mech wasn't in an unsteady state, more damage put it there, and more damage yet made it fall over. This seems to be tied with stability versus unsteady state. More evidence to the chassisDef foolery.
Update: I think these calls to
AddRelativeInstabilitymay be at fault for the weird values... not sure why.CharlesB/CharlesB.cs
Line 127 in 8155543
CharlesB/CharlesB.cs
Line 207 in 8155543