How would you make a vehicle not get blown up by a RPG shot first time?
Basically, I want to be able to make armoured vehicles be able to survive a RPG or a shot from the Savage's main cannon, rockets etc (ie explosive) & not get blown up first shot. Make it so that it takes 2 or 3 RPG shots to take them out.
I've messed with all the settings I can think of but haven't had any luck
Any help would be very much appreciated.
Damage from explosions are handled in explosion.meta, located in dlc.rpf\common\data for DLC explosions and update.rpf\x64\data\metadata for non-DLC explosions.
Since non-DLC explosion.meta is compiled into a .ymt file you need to use a readable .meta file from last-gen version to make modifications.
I used the one included in this mod:
After you're done modifying, change the file extension to .ymt and replace.
To find out which explosion a weapon uses, check the respective entry in weapons.meta.
Is there any way to raise protection against explosives? The Rhino & some other vehicles don't explode first hit, what settings are they employing to get that effect? I just can't find something that works .
I'm really looking to find a way to only set a few vehicles to be resistant to explosives, not all of them. To do that, I need some independent settings for each vehicle rather than a global catch all setting for explosive damage (although thanks, I hadn't found a decrypted explosions.ymt. Cheers for that. I'll definitely use it at some point).
It's a total guess, but to me it feels like it needs the correct flag set, everything that explodes does so first time, no matter the explosive damage & yet there are vehicles that you can lower all of the settings for but they still remain resistant. Perhaps a combo of the 'INDESTRUCTABLE' strmodelflag & increased explosive damage might work?!
Please feel free to correct me If I've missed something in the explosions.meta/ymt? Thanks
Did you try changing values for fWeaponDamageMult in handling.meta?
I did a quick test with Rhino's value at 1.0 and was able to blow it up with a single RPG shot.
Presumably a smaller value makes the vehicle withstand more explosions (and weapon damage in general).
I tried that out with the Rhino too after you suggested it & yes it does work with my game too. With my original Rhino settings it took 13 rpg shots to blow it up firing at the side armour but only 4 shots when firing underneath it (handy to know).
Long story short, I have solved it (thanks to your help). Turns out what I was missing was a 'C'. This 'C' to be exact:
Lowering any of the handling.meta damage parameters
<fCollisionDamageMult value="0.090000" /> <fWeaponDamageMult value="0.080000" /> <fDeformationDamageMult value="0.090000" /> <fEngineDamageMult value="0.080000" />
by themselves did nothing to alter explosive damage resistance but when I added the 'C' to the 7th digit in the strHandlingFlag everything fell into place. I'd seen that 'C' hanging about the Rhino & the Freight Train previously & thought it might mean something (the 7th digit does have HEAVYARMOUR (2) & ARMOURED (8) but I initially figured they were just handling profiles so took me a while to get there. I figure the 'C' (12 in hex) identifies perhaps multiple flags. not sure though, have to see (if not, why not just use 4 or 8?!). Usual Rockstar, unintuitive as ever.
@Evo56 Thanks for your help, you pointed me in the right direction & gave me the confidence to know that it might be possible (< I hate those mad happy looking smileys lol, it's too much, just a smile will do, thanks)