ok... i've seen it too...
in the python its "hit_points" with a value in parenths after... it looks like it was translated as durability in UE.
well...
i've discovered:
hit_points (durability in UE) when activated on a non-shield either:
1) does nothing, or
2) (in the case of a weapon being used to block) MAY take damage, and eventually break
i have to play with it more - it may be that
1. damage/break may be coded specifically to the tag "itp_type_shield"
2. damage/break may be coded specifically to the tag "itp_type_shield" and "itp_type_body_armor"
3. damage/break may be coded to allow damage to a weapon when used defensively, such as when a sword, staff, etc is used to block when the user has no shield
4. and, as always, NONE of the above
anyone play with it in python? anyone get a weapon or armor to shatter?
i'm gonna throw it on to all my hard armors and see what happens.
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i have noticed some relation to 'resistance' listed on the shield in game, and the body_armor rating in the python.
anyone know what this effects? is it an increase overall in body armor? or is it a 'shrug off' of any damage less than that number in the rating?
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you can tag a script on to the weapon that runs a script through a trigger to randomly determine a weapon break. in python, it is one of the last addressess (position 9). i got a puff of smoke going on once, at random, when someone used a great sword.... i had been trying to get random sparks, but just don't know enough about the whole shebang to finish it. point is, a trigger may be used to have aweapon do something, either predetermined or randomly, including breaking...
but, as i said, it was in official editor, using python scripts. maw