Predator: Hunting Grounds, Stat Values & Guide (Archive)

No need

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Shot+ mask off

thanks man, “SprintSpeedModifier”: 1.4 means that running speed is 71.43% of the sprinting speed, so I was pretty close…
damn slower but at least doesn’t the whole neighborhood hear your steps…

how to extract those assets ?.

What specifically

the .uasset s with the character statts

No need to extract, but it’s called fmodel

thanks!

Game data to inspect is in the pak file, you are just viewing the archive with fmodel but if you want to use the models for animation or creative projects umodel is good for extracting

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For Amazon CD_Predator_Amazon.uasset has the actual values for perk/gear points etc and a bit different statts than the base file…

Yeah, you’ll see that a lot, illfonic got more and more lazy over time and put duplicate values, look at MTL or even most recent scar, chopper, and celtic

These are are not duplicate values… Games use templates (Fallout 4 is the same)… but it’s really strange that they add two records (a record and a template for most predators)
So the Amazon record refers the Amazon_base template, changing only some of the values, which refers Hunter base template etc…
There you can see different damage multipliers for different weapons like melee, shotgun, small bullet cals, huge bullet cals, plasma, snipers, rockets, explosions… and separate for NPC’… the unchanged values are used…
I found the statts for the specializations…

You should look a little closer, there is a lot of duplicate and needless values, I understand they are different .uassets meant for functionality

2024-05-01 22_48_54-FModel Beta - Predator_ Hunting Grounds (GAME_UE4_28) 2024-05-01 22_48_36-FModel Beta - Predator_ Hunting Grounds (GAME_UE4_28)

They have horrible work flow dude…

2024-05-01 16_37_23-FModel Beta - Predator_ Hunting Grounds (GAME_UE4_28)

Even then so

The overusage of previous base classes is shoddy and corner cutting work

k, I never said anything about that I found most of them already but I’m just compiling and sorting through stuff now

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Am I understand correctly that if the line contains mistakes “Bulley”, “Mofidier”, missing “…_C” it will cause bugs when scripts access that line?

No it’s just a spellcheck, they’re everywhere in this project

Hmm, from a web design coding perspective, if the element name is “nav-menu” and you write “nam-venu” in the script, it won’t execute. It’s strange how the game code works with spelling errors then.

There are two options:

They use some IDE (probably Visual Studio). Once they add the attribute with the typo, they have it stored in the assets, yet it works because the reference in the code is with typo.

They use the object factory. When they ask the factory to create an instance of some class, it looks for an attribute, it doesn’t find one because there is a typo. So it goes through inheritance and uses one of the parent class or template, or some hard-coded default.

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Does anyone know if multi tasker works with mini gun if you use the spin mode? Or does that not count as ADS for the mini gun?

Nevermind! It does

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I’m assuming that impenetrable doesn’t stack with Protection, correct?

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no but it stacks with height advantagen and ironside

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