View unanswered posts | View active topics It is currently Wed Jan 08, 2025 10:36 pm



Reply to topic  [ 12 posts ] 
 A couple questions about weapons 
Author Message

Joined: Sun Dec 21, 2008 6:10 am
Posts: 11
Reply with quote
Post 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?


Wed Dec 24, 2008 9:33 pm
Profile

Joined: Mon Dec 04, 2006 3:34 am
Posts: 2378
Reply with quote
Post Re: A couple questions about weapons
Add more particles?


Wed Dec 24, 2008 9:36 pm
Profile

Joined: Sun Dec 21, 2008 6:10 am
Posts: 11
Reply with quote
Post 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. :P

Is their no damage modifying variable at all?


Wed Dec 24, 2008 9:39 pm
Profile
Forum Moderator
User avatar

Joined: Fri Feb 02, 2007 3:53 pm
Posts: 1896
Location: in my little gay bunker
Reply with quote
Post Re: A couple questions about weapons
Only mass, sharpness and speed


Wed Dec 24, 2008 9:44 pm
Profile

Joined: Mon Dec 04, 2006 3:34 am
Posts: 2378
Reply with quote
Post Re: A couple questions about weapons
He could make it fire several different TYPES of particles.


Wed Dec 24, 2008 9:45 pm
Profile
User avatar

Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
Reply with quote
Post 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


Thu Dec 25, 2008 4:13 pm
Profile YIM WWW
User avatar

Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
Reply with quote
Post 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
Code:
[i] and [/i]
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


Thu Dec 25, 2008 4:40 pm
Profile YIM WWW

Joined: Sun Dec 21, 2008 6:10 am
Posts: 11
Reply with quote
Post Re: A couple questions about weapons
Thank you very much! That was alot of help. It is now working very well.

:D


Thu Dec 25, 2008 11:45 pm
Profile
User avatar

Joined: Tue Nov 18, 2008 1:03 am
Posts: 342
Location: Spathiwa
Reply with quote
Post Re: A couple questions about weapons
remember that particle count and velocity are also important to consider


Sat Jan 03, 2009 1:55 am
Profile

Joined: Sun Dec 21, 2008 6:10 am
Posts: 11
Reply with quote
Post 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. :D


Last edited by TheKGB on Sun Jan 04, 2009 4:31 am, edited 1 time in total.



Sat Jan 03, 2009 6:40 am
Profile

Joined: Fri Jan 02, 2009 2:33 am
Posts: 11
Reply with quote
Post 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 >.>


Sat Jan 03, 2009 1:46 pm
Profile

Joined: Sun Dec 21, 2008 6:10 am
Posts: 11
Reply with quote
Post 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 :P


Sat Jan 03, 2009 4:38 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 12 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.034s | 15 Queries | GZIP : Off ]