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Luna
Joined: Thu Jul 17, 2008 2:21 am Posts: 2
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Weapons Help?
I'm currently working on 3 modified weapons from the modding templates. I'm fairly new to modding, and so I've stumbled upon a few problems. A few issues is that I can't get several things to work out, and I've looked through the forum and couldn't find any way to understand a way to solve it. Rifle Based Weapon: The weapon's power is okay to me, but upon editing the "Round" area, the weapon appears to have the bullet fly through the terrain and enemies. Is there a way to make it so I can just simply shoot a bullet stronger than a normal bullet? The gun is a single shot weapon that has stronger accuracy than the SMG and AK-47, but I can't figure out how to make the weapon have a strong single bullet without making it pierce objects. I have modified the Mass, Sharpness, Velocity (Shell and Fire), and Seperation. Laser Based Weapon: How would I change the bullet color so it'd be blue instead of yellow? I found a section in the "Round" area and the "Tracer" area, so I edited the colors there, but nothing seems to have happened. Code: (Line 58 from the Gun.ini/Rifle Template) Color = Color R = 60 G = 140 B = 255 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 60 G = 140 B = 255 Digger Based Tool: I got it to dig, but it seems that it's not like a digger anymore, but that's not the case. I wanted to have it shoot green beams instead of blue, and from changing the color variables (As above), nothing has happened. But it also appears that using my own Muzzle Flash doesn't seem to work when I replace the one supplied with the template. Is there a way to do this? If I can get any of these solved, it'd be really nice so I can get working with a personal mod. Thanks. - Luna
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Thu Jul 17, 2008 2:39 am |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: Weapons Help?
I'm not a modding expert (boy, am I far from that title), but I know what your problem is in the first one. If you say the bullets "fly through the ground and ennemies", then it is probably the sharpness. Just to give you an idea, sharpness should not exceed 200, and normally revolves around 20-50 (you should probably experiment with different values of sharpness to understand its function better). Sharpness affects how something will pierce through actors and terrain. Fire velocity affects the speed of the round. A higher velocity round will have a better chance of inflicting damage, because of its high speed. Mass affects, well, the mass of the round. Lighter rounds will deal less damage than heavier rounds (oh, and I don't really know for the shell). And finally, separation is just the angle the bullets may take when they are fired. An angle of 0 means always straight shots, while an angle of 60 means an extremely inaccurate weapon.
Hope I helped at least a little.
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Thu Jul 17, 2008 3:53 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Weapons Help?
If you're trying to make a one hit kill weapon that uses only one bullet, it's not gonna happen unless you make the bullet explode.
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Thu Jul 17, 2008 5:23 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Weapons Help?
Brainwashed wrote: I'm not a modding expert (boy, am I far from that title), but I know what your problem is in the first one. If you say the bullets "fly through the ground and ennemies", then it is probably the sharpness. Just to give you an idea, sharpness should not exceed 200, and normally revolves around 20-50 (you should probably experiment with different values of sharpness to understand its function better). Sharpness affects how something will pierce through actors and terrain. Fire velocity affects the speed of the round. A higher velocity round will have a better chance of inflicting damage, because of its high speed. Mass affects, well, the mass of the round. Lighter rounds will deal less damage than heavier rounds (oh, and I don't really know for the shell). And finally, separation is just the angle the bullets may take when they are fired. An angle of 0 means always straight shots, while an angle of 60 means an extremely inaccurate weapon.
Hope I helped at least a little. Wrong on a couple counts. Shells are SHELLS. As in the spent casings that are ejected from the weapon. They have nothing to do with the weapons actual ballistics. Seperation is not the angle the bullets are fired at. That's ParticleSpreadRange, ShakeRange, SharpShakeRange, and NoSupportFactor, combined. Seperation is how distant horizontally the bullets will be with a multiple ParticleCount weapon. Higher velocity actually affects damage very little. Sharpness and mass are the key players, and velocity only really matters on fairly high mass bullets, and even then just about anything can gib actor parts.
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Thu Jul 17, 2008 5:54 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Weapons Help?
if youre making a rifle just make it shoot some more particles (3-10) , keep the mass low (like <1) and sharpness between 10 and 150 (depending on mass) and your rifle will work. currently thats just about all you can do without a more in depth scripting language. like this Code: AddAmmo = Round InstanceName = round name ParticleCount = //3-10 Particle = MOPixel InstanceName = whatever Mass = 0.03 // see? low RestThreshold = 3000 LifeTime = 460 // good to be at least 300 for high velocity rounds, 500-1200 for low velocity Sharpness = 15 //depends on what you want for piercing. HitsMOs = 1 // so it hits something GetsHitByMOs = 0 // so having lots of them doesnt crash the game Shell = MOSRotating CopyOf = blah // shell casing, or can be defined here. FireVelocity = 380 // make it as quick or as slow as you want. 380 is pretty quick though. faster rounds have less drop. ShellVelocity = 10 // how quick the shell ejects. Separation = 0 // how separate the particles are.
from my breaker rifle. if you want more pierce, jump the sharpness and drop the amount of particles. then make the actual weapon accurate. (or not) never made a digger, so no help there sorry.
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Thu Jul 17, 2008 7:11 am |
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Luna
Joined: Thu Jul 17, 2008 2:21 am Posts: 2
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Re: Weapons Help?
Thank you guys. Is there a way to change the color bullet, or is it already changed? For the Digger, nothing really special is needed, just trying to find a way to change the Muzzle effect. Would anyone happen to now how to make the digger fire in a pattern instead of the fan it shoots? I would like to figure out how to make it shoot in 3 constant directions instead of the random directions it provides.
\ -O <-- O is the digger, the lines are the patterns. /
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Thu Jul 17, 2008 4:31 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Weapons Help?
Bullet color is defined in the MOPixel, or Particle definition. With a digger it will be after "AddAmmo = Round. TrailColor is the color of the, well, trail, and the plain Color variable controls the color of the single lead pixel.
Muzzleflash, the little fire that pops out the front of the gun, is defined in Base.rte/Effects/Pyro/Pyro.ini, towards the bottom, if you want to change them.
Bullets unfortunately cannot be made to fire in specific patterns.
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Thu Jul 17, 2008 9:07 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Weapons Help?
though i suppose you could attach AEmitters and have them always firing.. couldnt you?
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Thu Jul 17, 2008 11:51 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Weapons Help?
Nope, emitters don't flip with the weapon.
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Fri Jul 18, 2008 12:40 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Weapons Help?
Brainwashed wrote: sharpness should not exceed 200 I noticed this in particular and nobody seems to have commented on it. This is actually a pretty flawed statement. For the vanilla weapons, the pistol/smg round has a sharpness of 250. The AK round has a sharpness of 350. Both are higher than 200. I suppose from this we can imagine 250 is supposed to represent the sharpness of a handgun bullet, and 350 the sharpness of a rifle bullet. Though really its up to the modder as to what to do with the numbers. Just know that increasing sharpness is the only way to make a projectile more penetrative without increasing the force of its impact, like increasing mass or velocity would.
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Fri Jul 18, 2008 4:52 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Weapons Help?
most people use higher mass bullets with lower sharpness apparently. the bullets in the vanilla weapons are also travelling a lot slower than almost any modded weapon. sharper bullets at higher speeds tend to cause terrain rape, which is unenjoyable.
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Sat Jul 19, 2008 4:33 am |
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