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A couple questions about weapons
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TheKGB
Joined: Sun Dec 21, 2008 6:10 am Posts: 11
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A couple questions about weapons
I am trying to create a pulse rifle that does large amounts of damage against unarmored targets but has a very hard time piercing armor. I have created it so that it does not easily pierce armor, but i cannot get it to do more than 25% damage via a shot to the torso.
I need it to do much more damage as this weapon fires very slowly and is mostly used for longe range fighting.
What variables and settings in my weapons ini file change the damage? I would like the projectile to fly fairly straight (as it currently does) but still be powerful against fleshy targets without penetrating armor. How can i acheive this?
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Wed Dec 24, 2008 9:33 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: A couple questions about weapons
Add more particles?
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Wed Dec 24, 2008 9:36 pm |
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TheKGB
Joined: Sun Dec 21, 2008 6:10 am Posts: 11
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Re: A couple questions about weapons
The problem with adding more particles is that not only does it more easily penetrate armor, but walls and other obstacles i do not want it going through, also, it causes particles to slow and doesnt work as a laser any more. Is their no damage modifying variable at all?
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Wed Dec 24, 2008 9:39 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: A couple questions about weapons
Only mass, sharpness and speed
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Wed Dec 24, 2008 9:44 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: A couple questions about weapons
He could make it fire several different TYPES of particles.
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Wed Dec 24, 2008 9:45 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: A couple questions about weapons
I had this problem.
Make the bullet as LIGHT as possible, say 0.000000085 then make the velocity like 110-290 (depending on what it is)
next just tweak the sharpness from there. Heres what happens.
The bullet is SO LIGHT, that it has NO penetration power. but its sharp enough to kill. this way, it wont have the force to damage armor, but it will have the sharpness to hurt weaker materials like flesh or kevlar (but not military tech/stuff or metal) Yes this works, yes i've done it before. the only PROBLEM with this particular method is typically it means the head is no more voulnerable than the torso, so if you shoot them in the chest or face it eventually doesn't matter, its just as deadly. hitting there arms instead of the chest however, is still likely and less effective.
there is one other variable you can change, RESTTHRESHOLD
the amount of force it takes to make this particle become part of the terrain. theoretically you could set the mass to 0.0000001 and then set the sharpness to 99999999999 and tweak THIS number untill it says 'oh mass*velocity < something on what it hit? oh this bullet doesn't exist anymore' IE this bullet has the force to do 80 damage but when it's lost 60% of its force, it doesn't exist, meaning after it does 48 damage no matter what it dissapears, setting THAT as a damage cap. all you'd need to do is make it so that on flesh it stops doing damage at 100, this way it will 1-hit KO zombies, but on more armored units (light coalition and heavier) it would do like 30 damage on a chest shot, but a headshot will always do 100.
THE SECOND PART OF THIS POST WAS ONLY A THEORY, I DO NOT KNOW 100% FOR SURE IF THIS WILL WORK AS I SAY IT WILL. Please PM me what happens if you chose the later
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Thu Dec 25, 2008 4:13 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: A couple questions about weapons
also i'll now post a copy of a bullet, a magazine, and a gun, and I will italicize any text that you'd edit --EDit-- adding italics does not work in code, ignore the im not finding them all. Code: AddAmmo = Round PresetName = Round SMG [i]ParticleCount = 1 // How many bullets fire[/i] Particle = MOPixel [I]PresetName = Particle SMG //duh Mass = 0.008 // its plain english RestThreshold = 500 //how much force is needed to be absorbed for the bullet to 'die' LifeTime = 1500 //how long does it last time-wise before it stops existing Sharpness = 250 //its plain english this shouldn't be hard [/i] HitsMOs = 1 GetsHitByMOs = 0 [i]Color = Color //this is purely cosmetic R = 143 G = 143 B = 143[/i] Atom = Atom Material = Material [i][/i]CopyOf = Bullet Metal //you can't edit materials.ini but you can CopyOf edit Bounce = 0.5 //How much does it bounce when it hits something? Friction = 0.2 //how much does it resist sliding SettleMaterial = 182 //it will settle to this when it stops existing IsScrap = 1 //i have no clue Color = Color //cosmetic R = 255 G = 255 B = 255 TrailColor = Color //cosmetic R = 155 G = 155 B = 155 TrailLength = 25 //cosmetic Shell = MOSParticle CopyOf = Casing //what comes out of the gun that ISNT a bullet when you fire FireVelocity = 80 // how fast ShellVelocity = 10 //how fast do the shells/casings move Separation = 5 //how far appart are they, not sure if this is for bullets or shells.[/i]
And now a magazine Code: AddAmmo = Magazine [i]PresetName = Magazine SMG //name Mass = 2 //duh[/i] HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile[i] FilePath = Base.rte/Devices/SMGs/MagSMG2.bmp //sprite.bmp in pallet FrameCount = 1 //how many sprite000-999.bmp DO NOT TYPE THE 000's in the above SpriteOffset = Vector X = -3 // center of the sprite IE where it spins at Y = -4 EntryWound = AEmitter CopyOf = Dent Metal // an instance name, found in base.rte ExitWound = AEmitter CopyOf = Dent Metal // these attatch to the magazine if you shoot it while its an MOS[/i] AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal //same as in the bullet i'm not explaining twice Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal //same as in the bullet and above Resolution = 3 Depth = 1 DeepCheck = 1 JointStrength = 200 JointStiffness = 1 [i] JointOffset = Vector X = 0 //where it attaches to the gun (magazine point)? Y = -3 ParentOffset = Vector X = 1 //where at on the gun it attatches (gun point)? Y = 0 [/i] DrawAfterParent = 0 [i] RoundCount = 30 //how many bullets in the gun RTTRatio = 4 // every this many shots is a tracer RegularRound = Round CopyOf = Round SMG //this is the bullet TracerRound = Round CopyOf = Round SMG Tracer //this is the tracer, made just like a bullet AddGib = Gib GibParticle = MOPixel //if it breaks what does it break into CopyOf = Spark Yellow 1 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 [/i] AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibWoundLimit = 1
And now the gun itself also I GIVE UP on italicizing this, its to irritating, i'll ONLY comment out things you could change Code: AddDevice = HDFirearm PresetName = SMG // if you dont know by now AddToGroup = Weapons //what window(s) it goes under, new line per window Mass = 10 //duh HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Base.rte/Devices/SMGs/SMG.bmp //same as in the magazine FrameCount = 2 //"" SpriteOffset = Vector X = -7 //"" Y = -4 EntryWound = AEmitter CopyOf = Dent Metal //"" ExitWound = AEmitter CopyOf = Dent Metal //"" GoldValue = 20 //how much it costs AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff //"" Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff //"" Resolution = 4 Depth = 10 DeepCheck = 1 JointStrength = 75 //how hard its attached to other things like hands JointStiffness = 0.5 //how hard is it to move on the object. JointOffset = Vector X = -3 //see tutorials. its an offset. Y = 3 DrawAfterParent = 0 StanceOffset = Vector X = 6 //"" Y = 5 SharpStanceOffset = Vector X = 7 //"" Y = -2 SupportOffset = Vector X = 5 //"" Y = 4 SharpLength = 165 //Scope zoom distance Magazine = Magazine CopyOf = Magazine SMG //what magazine ParentOffset = Vector X = 3 //"" Y = 1 Flash = Attachable CopyOf = Muzzle Flash SMG //what muzzle flash, you can make new ones. FireSound = Sound AddSample = ContentFile // these are sound files, get sounds use them. FilePath = Base.rte/Devices/SMGs/M1601.wav AddSample = ContentFile FilePath = Base.rte/Devices/SMGs/M1602.wav AddSample = ContentFile FilePath = Base.rte/Devices/SMGs/M1603.wav AddSample = ContentFile FilePath = Base.rte/Devices/SMGs/M1604.wav AddSample = ContentFile FilePath = Base.rte/Devices/SMGs/M1605.wav AddSample = ContentFile FilePath = Base.rte/Devices/SMGs/M1606.wav EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadEnd.wav RateOfFire = 800 // the bigger the number the more shooty ReloadTime = 1500 // the bigger the number the longer the wait between clips FullAuto = 1 //auto fire or not FireIgnoresThis = 1 ShakeRange = 12 // how much does it shake SharpShakeRange = 3 //same as above + at zoom NoSupportFactor = 3 //dont know how it works, just fiddle with it ParticleSpreadRange = 3 //just fiddle ShellSpreadRange = 8 //I said start fiddling ShellAngVelRange = 2 //the angle range the shells spit out at MuzzleOffset = Vector X = 10 //"" Y = 0 EjectionOffset = Vector X = 1 //"" Y = -1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 //"" Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 4 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 6 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Small K Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Small I Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 GibWoundLimit = 3
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Thu Dec 25, 2008 4:40 pm |
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TheKGB
Joined: Sun Dec 21, 2008 6:10 am Posts: 11
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Re: A couple questions about weapons
Thank you very much! That was alot of help. It is now working very well.
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Thu Dec 25, 2008 11:45 pm |
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Manticore
Joined: Tue Nov 18, 2008 1:03 am Posts: 342 Location: Spathiwa
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Re: A couple questions about weapons
remember that particle count and velocity are also important to consider
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Sat Jan 03, 2009 1:55 am |
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TheKGB
Joined: Sun Dec 21, 2008 6:10 am Posts: 11
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Re: A couple questions about weapons
Particle count has to be 1. The weapon in question is a sort of laser gun, firing particles at a very high velocity but expending all charge apon impact with anything. For this reason it is unsuitable for damaging armor as it has NO piercing power. Using the tips from this thread i have created it decently the way i want it. The only problem is the particles are often traveling so fast they PIERCE armor such as shields (doing no damage to the man behind it) and simply fly off somewhere else. I am working on fixing this as we speak. I really wish the Wiki had some more information. I have so many questions about how these weapons work, and i have quite a few good ideas that fit in with my custom faction (which you may see eventually). Having no previous experience with coding, It can be very difficult, and i appreciate the help i have received on this forum! I do, however, have a few more questions. Yeah. Thanks for whoever is helping. I appreciate it. .:EDIT:. The best way i got the laser working was a fire velocity of 175, a mass of .5, and 5 sharpness. It barley peirces armor (ussually doesnt at all) but kills in 2 - 3 shots on flesh.
Last edited by TheKGB on Sun Jan 04, 2009 4:31 am, edited 1 time in total.
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Sat Jan 03, 2009 6:40 am |
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Celdur
Joined: Fri Jan 02, 2009 2:33 am Posts: 11
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Re: A couple questions about weapons
it would be funny to have a laser or something that does 0 damage to flesh but basicly disintigrates the armor >.>
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Sat Jan 03, 2009 1:46 pm |
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TheKGB
Joined: Sun Dec 21, 2008 6:10 am Posts: 11
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Re: A couple questions about weapons
Celdur wrote: it would be funny to have a laser or something that does 0 damage to flesh but basicly disintigrates the armor >.> Funny, Yet probably impossible without custom wounds or something
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Sat Jan 03, 2009 4:38 pm |
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