Resource - Guerilla and PMC Identification

I’ll need to save that for the predator modifiers, but do you have AI armour and damage?

Hunted by AI. Combat with AI, being investigated by AI

well thats lame

I will point out though, the BioMask does not provide any type of armor/protection. It merely has HP (600 by default, if I recall correctly) that goes down in “parallel” with Predator HP when it takes headshots (under quotation, because predator perks/specializations can redefine how much each HP goes down, but they go down at the same time regardless whenever getting a headshot).

Drug Lord

Armor

  • Bullet_HighCaliber: 0.3
  • Bullet_MiniGun: 0.15
  • Bullet_Shotgun: 0.15
  • Bullet_SmallCaliber: 0.15

Damage Zones

  • Head: 3.0

Guerilla Captain

Armor

  • Bullet_HighCaliber: 0.5
  • Bullet_MiniGun: 1.5
  • Bullet_Shotgun: 2.0
  • Bullet_SmallCaliber: 0.3
  • Plasma: 2.0
  • PounceSlam: 10.0
  • Slashing: 0.5
  • Slashing_WristBlades: 0.6
  • SmallPlasma: 2.0

Damage Zones

  • Head: 3.0
  • Body: 1.0
  • LeftArm: 0.7
  • RightArm: 0.7
  • LeftLeg: 0.6
  • RightLeg: 0.6

Guerilla Elite

Armor

  • Bullet_HighCaliber: 0.5
  • Bullet_MiniGun: 1.5
  • Bullet_Shotgun: 1.8
  • Bullet_SmallCaliber: 0.3
  • Plasma: 2.0
  • PounceSlam: 10.0
  • Slashing: 0.7
  • Slashing_WristBlades: 0.7
  • SmallPlasma: 2.0

Damage Zones

  • Head: 4.0
  • Body: 1.0
  • LeftArm: 0.7
  • RightArm: 0.7
  • LeftLeg: 0.6
  • RightLeg: 0.6

Guerilla Grunt

Armor

  • Bullet_HighCaliber: 0.5
  • Bullet_MiniGun: 1.5
  • Bullet_Shotgun: 3.0
  • Bullet_SmallCaliber: 0.3
  • Plasma: 2.0
  • PounceSlam: 10.0
  • Slashing: 0.35
  • Slashing_WristBlades: 0.35
  • SmallPlasma: 2.0

Damage Zones

  • Head: 4.0
  • Body: 1.0
  • LeftArm: 0.7
  • RightArm: 0.7
  • LeftLeg: 0.6
  • RightLeg: 0.6

Guerilla Heavy

Armor

  • Bullet_HighCaliber: 0.9
  • Bullet_MiniGun: 1.5
  • Bullet_Shotgun: 1.5
  • Bullet_SmallCaliber: 0.15
  • Plasma: 1.7
  • PounceSlam: 10.0
  • Slashing: 1.0
  • Slashing_WristBlades: 0.6
  • SmallPlasma: 1.7

Damage Zones

  • Head: 2.5
  • Body: 1.0
  • LeftArm: 0.7
  • RightArm: 0.7
  • LeftLeg: 0.6
  • RightLeg: 0.6

Guerilla Sniper

Armor

  • Bullet_HighCaliber: 0.5
  • Bullet_MiniGun: 1.5
  • Bullet_Shotgun: 2.6
  • Bullet_SmallCaliber: 0.3
  • Plasma: 2.0
  • PounceSlam: 10.0
  • Slashing: 0.5
  • Slashing_WristBlades: 0.6
  • SmallPlasma: 2.0

Damage Zones

  • Head: 4.0
  • Body: 1.0
  • LeftArm: 0.8
  • RightArm: 0.8
  • LeftLeg: 0.7
  • RightLeg: 0.7

PMC Captain

Armor

  • Bullet_HighCaliber: 0.5
  • Bullet_MiniGun: 1.0
  • Bullet_Shotgun: 1.5
  • Bullet_SmallCaliber: 0.3
  • FT_LauncherExplosive: 3.0
  • Plasma: 2.0
  • PounceSlam: 10.0
  • Slashing_Katana: 2.5
  • Slashing_WristBlades: 1.1
  • SmallPlasma: 2.0

Damage Zones

  • Head: 6.0
  • Body: 1.0
  • LeftArm: 0.7
  • RightArm: 0.7
  • LeftLeg: 0.6
  • RightLeg: 0.6

PMC Elite

Armor

  • Bullet_HighCaliber: 0.5
  • Bullet_MiniGun: 1.0
  • Bullet_Shotgun: 1.4
  • Bullet_SmallCaliber: 0.3
  • FT_LauncherExplosive: 2.5
  • Plasma: 2.0
  • PounceSlam: 10.0
  • Slashing_Katana: 2.5
  • Slashing_WristBlades: 1.1
  • SmallPlasma: 2.0

Damage Zones

  • Head: 4.0
  • Body: 1.0
  • LeftArm: 0.7
  • RightArm: 0.7
  • LeftLeg: 0.6
  • RightLeg: 0.6

PMC Heavy

Armor

  • Bullet_HighCaliber: 0.4
  • Bullet_MiniGun: 0.8
  • Bullet_Shotgun: 1.2
  • Bullet_SmallCaliber: 0.3
  • FT_LauncherExplosive: 2.0
  • Plasma: 1.5
  • PounceSlam: 10.0
  • Slashing_Katana: 3.0
  • Slashing_WristBlades: 1.4
  • SmallPlasma: 1.5

Damage Zones

  • Head: 2.5
  • Body: 0.9
  • LeftArm: 0.7
  • RightArm: 0.7
  • LeftLeg: 0.6
  • RightLeg: 0.6

PMC Sniper

Armor

  • Bullet_HighCaliber: 0.5
  • Bullet_MiniGun: 1.0
  • Bullet_Shotgun: 2.0
  • Bullet_SmallCaliber: 0.3
  • FT_LauncherExplosive: 2.5
  • Plasma: 3.0
  • PounceSlam: 10.0
  • Slashing_Katana: 2.0
  • SmallPlasma: 3.0

Damage Zones

  • Head: 7.0
  • Body: 1.0
  • LeftArm: 0.8
  • RightArm: 0.8
  • LeftLeg: 0.7
  • RightLeg: 0.7

PMC Tutorial

Armor

  • Bullet_HighCaliber: 0.5
  • Bullet_MiniGun: 1.0
  • Bullet_Shotgun: 1.4
  • Bullet_SmallCaliber: 0.3
  • FT_LauncherExplosive: 2.5
  • Plasma: 2.0
  • PounceSlam: 10.0
  • Slashing_Katana: 2.5
  • Slashing_WristBlades: 1.1
  • SmallPlasma: 2.0

Damage Zones

  • Head: 4.0
  • Body: 1.0
  • LeftArm: 0.7
  • RightArm: 0.7
  • LeftLeg: 0.6
  • RightLeg: 0.6
2 Likes

Captain “IF” at it again—bravely sailing the seas of game development without ever touching code or logic structures. A true legend in the land of Blueprints and Make-Believe Mechanics™. Meanwhile, back on planet Earth:

and poor DamageMitigation sits alone in the .pak file… abandoned, unloved, quietly whispering “I exist… please read me…”

{
    "Type": "SFCharacterCosmeticDef_Destructible",
    "Name": "Cos_PD_JungleHunter_Dest",
    "Class": "UScriptClass'SFCharacterCosmeticDef_Destructible'",
    "Properties": {
      "Health": 600.0,
      "DamageMitigation": 0.8,
      "DamageZone": "EILLDamageZone::Head",
      "DamageAngleLimit": {
        "X": 80.0,
        "Y": 180.0
      },
...
2 Likes

love how drug lord has its own class

Guess this was added after V3

Haven’t really paid much attention after that version release

Hi I like to code and this forum has an excellent visualizer for sample code:
To start, type out the tilda character three times to begin the coded typography.

{
    "Mybigfarts": "Smells_Delecisious",
    "Name": "Hambergerman.fudge",
    "Class": "TheGreatestPerformanceEver'",
    "Properties": {
      "Sex": 60000000.0,
      "Damage": 4.0,
      "DamageZone": "IntheButhole::Backside",
      "FistintheairBroh": {
        "X": 365.0,
        "Y": 180.0
      },

4 Likes

Hard to stay motivated, there is so much potential for resources if you had the time and dedication to do so

If it was abundant and rural here there might be more incentive albeit the experience gained from the onslaught of incomplete projects is very nice and is always dynamic but hard to keep up with due to illfonics own lack of care creating a shelf life where this stuff is novelty

No…

2.50

2.50/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_JungleHunter_Dest.json:      "DamageMitigation": 0.8,
2.50/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_08_Dest.json:      "DamageMitigation": 0.8,
2.50/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_01_Dest.json:      "DamageMitigation": 0.8,
2.50/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_07_Dest.json:      "DamageMitigation": 0.8,
2.50/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_05_Dest.json:      "DamageMitigation": 0.8,
2.50/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_06_Dest.json:      "DamageMitigation": 0.8,
2.50/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_09_Dest.json:      "DamageMitigation": 0.8,
2.50/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_04_Dest.json:      "DamageMitigation": 0.8,
2.50/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_03_Dest.json:      "DamageMitigation": 0.8,
2.50/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Elder_Dest.json:      "DamageMitigation": 0.8,
2.50/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_02_Dest.json:      "DamageMitigation": 0.8,
2.50/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_Hunter_Dest.json:      "DamageMitigation": 0.8,

3.0.0

3.0.0/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_JungleHunter_Dest.json:      "DamageMitigation": 0.8,
3.0.0/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_08_Dest.json:      "DamageMitigation": 0.8,
3.0.0/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_01_Dest.json:      "DamageMitigation": 0.8,
3.0.0/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_07_Dest.json:      "DamageMitigation": 0.8,
3.0.0/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_05_Dest.json:      "DamageMitigation": 0.8,
3.0.0/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_06_Dest.json:      "DamageMitigation": 0.8,
3.0.0/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_09_Dest.json:      "DamageMitigation": 0.8,
3.0.0/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_04_Dest.json:      "DamageMitigation": 0.8,
3.0.0/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_03_Dest.json:      "DamageMitigation": 0.8,
3.0.0/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Elder_Dest.json:      "DamageMitigation": 0.8,
3.0.0/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_02_Dest.json:      "DamageMitigation": 0.8,
3.0.0/Content/Character/Data/Predator/Cosmetics/Masks/Cos_PD_Mask_Hunter_Dest.json:      "DamageMitigation": 0.8,

Poor fairy autja.

There’s a lot of benign values, even a lot of the old class attributes such as secondary weapon damage and interaction speed are still within the game and even remnants of burst fire and impact grenades

Never confirmed damage mitigation and even with these armor values it would’ve been nice to 0 out every value individually and back trace, I don’t really see FairYautja doing this out of passion but out of some initiative to one up people he doesn’t like @DISK

1 Like

Value could have been there, but maybe the function that implemented it no?

Even @SkooLBoY_SkePtiK can confirm before V3 and the Predator damage zones, there was no headshot damage difference between having a mask or not

What Unreal engine have they migrated to since they announced the new visual make over?
And could you tell us what and why you think they suddenly decided to implement it? Is it using newer versions of the engine? Better and more efficient baked lighting?
Are there any documentary videos showcasing the difference?
I’m interested in these things you know, as one day maybe this game might have or already have implemented some variant of Raytracing and better global illumination? They had boasted about this on Illfonics twitter.

I subscribe to Digital Foundry, and hell they never covered this game at all. Maytbe they should.

4.23 to 4.27

We had a lot tested but nothing compiled, we tried a lot of shit

1 Like

wow 4.23 was 5 years ago and 4.27 was 3 years ago in terms of Unreals release? And they JUST upgraded to it?

Yeah, illfonic is very late for upgrades

1 Like

What is hard to understand is that, if you learnt unreal and are familiary with its engine, you’d realize that its more efficient at rendering in realtime than a newbie on 3dsmax or maya and you’d get amazing results. Why even go the traditional route? Price? ability to composite using Adobe AA? probably.

I remember seeing DF cover Metro’s recent update of their unreal engine and went from super complicated lighting setup to super easy!

I mean if you want to make film quality stuff, at least the Unreal’s Realtime engine makes it so you could just preview everything using a great videocard and you’ll never have to wait on renders to finish.