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irregular9
Joined: Tue Apr 28, 2009 1:58 am Posts: 18
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Weapon modding and making
Well. im trying to make a weapon mod, and a actor mod, didnt get troubles with the actor but.... how can i do to customize the weapon's damage? i've been able to make a lot of things on the weapon, making the bullets go faster, penetrate more or less, add more recoil, go slower but... didnt get how to modify the damage amount, can you help me over there?
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Tue May 05, 2009 4:34 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Weapon modding and making
you have to make more or less particles come out of the gun, because damage is set by the wounds, not by the bullet.
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Tue May 05, 2009 5:44 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Weapon modding and making
If you increase the penetration (vel*mass*sharpness) you can make it penetrate targets completely and leave exit wounds. If you increase the impact force (vel*mass), you can knock features off target. The Ronin Peacemaker is a perfect example of this.
Other than those, yeah, you want more particles. If you want it to look like one bullet, give the gun 0 particle spread. Or if you want to keep some inaccuracy, make it shoot an emitter with some inaccuracy, and then the emitter shoots your particles with 0 emission spread. It's a bit more complex, but you can do a lot of neat stuff when you shoot emitters that shoot your projectiles.
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Tue May 05, 2009 7:39 am |
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irregular9
Joined: Tue Apr 28, 2009 1:58 am Posts: 18
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Re: Weapon modding and making
Thanks a lot guy. Ill try it and then I will post something
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Tue May 05, 2009 11:54 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Weapon modding and making
Ah, I feel like this is an obvious one, but how does one reduce range?
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Wed May 06, 2009 3:57 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Weapon modding and making
Lifetime in MS * Velocity of your particle (in supposed meters/second) = range of your bullet.
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Wed May 06, 2009 4:11 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Weapon modding and making
AirResistance will also be helpful to make your weapon's damage reduce with distance.
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Wed May 06, 2009 9:47 am |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Weapon modding and making
Grif wrote: Lifetime in MS * Velocity of your particle (in supposed meters/second) = range of your bullet. Lifetime in MS?
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Mon May 11, 2009 2:49 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Weapon modding and making
The lifetime of the particle (in this case, a MOPixel). It is defined in Milliseconds.
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Mon May 11, 2009 2:54 pm |
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AgentBaron
Joined: Mon May 18, 2009 11:48 pm Posts: 205 Location: The swamps of Stuporia!
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Re: Weapon modding and making
On a similar note to this, how would one increase an actor's overall durability? For example, boss characters like the mega crab?
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Mon May 25, 2009 1:05 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Weapon modding and making
Just increase the GibWoundLimit if you want it to resist a bigger number of bullets, or the GibImpulseLimit to make it resist mass-based projectiles. Changing the actor's material to one with higher StructuralIntegrity will also make it deflect lower caliber ammo.
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Mon May 25, 2009 1:13 am |
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AgentBaron
Joined: Mon May 18, 2009 11:48 pm Posts: 205 Location: The swamps of Stuporia!
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Re: Weapon modding and making
Well, in looking at the Mega Crab's .ini file I noticed there's no GibWoundLimit defined for its body, and in the actual mission I'm just rattling bullets into him with an assault rifle and his life takes quite some time to get to zero. I'm not exactly trying to make the limbs last longer as much as I am the actual actor. EDIT: Never mind, problem is solved.
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Mon May 25, 2009 2:27 am |
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