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f4nt4sy
Joined: Sun May 16, 2010 10:37 am Posts: 23
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How 2 increase the damage of a Gun?
Hi, i just made my first .ini for a Gun.
1. Now where Can i change the damage an enemy takes from a hit?
2. (atm not that important) how can i influence the wounds? i want 2 make a small explosion when the shells hit the enemy (BurnAmmo)
Thanks!
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Thu Jul 22, 2010 7:11 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: How 2 increase the damage of a Gun?
Well the on the gun's part, it cannot take away a set amount of health, it usually depends on the actor's wound type.
But you can apply more wounds if the gun attacks faster, or shoots two bullets or more at once like a shotgun.
The explosion would require you to make the round a AEmitter or the unreliable TDExplosive.
For both you need to set it to gib fire effects, smoke, and MOPixels which damage the enemy or just to provide effects.
set GibImpulseLimit to a lower number so it will explode on impact.
Disclaimer for any of these i may be wrong, because i recall this from memory but, I'm fairly sure this is right for what i think you want. [Verification elder modders?]
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Thu Jul 22, 2010 7:24 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: How 2 increase the damage of a Gun?
dragonxp wrote: The explosion would require you to make the round a AEmitter or the unreliable TDExplosive. You can also make it a MOSRotating, it's the basis for both AEmitter and TDExplosive. Unless you want your round to emit smoke or something, use a MOSRotating. If you want it to smoke, use an AEmitter. Don't use a TDExplosive for a round, only use those for grenades and similar thrown weapons.
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Thu Jul 22, 2010 9:34 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: How 2 increase the damage of a Gun?
Simple answer: Increase the Mass, Speed, or Sharpness of the bullet to make it do more damage. You can also increase the "ParticleCount" to cause the gun to fire multiple bullets at once. Here's an example: Code: AddEffect = MOPixel PresetName = Bullet Coalition Pistol Mass = 0.1 // Increasing this increases the mass of the bullet, making it heavier. AirResistance = 0.015 // This is the Air Resistance of a bullet. To put it simply, if it's high, you can shoot it at a high speed but it's slow down really fast. Like throwing a sheet of paper, no? LifeTime = 440 // This affects how long the bullet exists. The higher the value, the longer it lasts. Sharpness = 50 // This makes the bullet sharper when increased. Self-explanatory, eh? HitsMOs = 1 // (This isn't relevant, but you can find out more by experimenting with it. Values like this are 0 = off and 1 = on.) GetsHitByMOs = 0 // (This isn't relevant, but you can find out more by experimenting with it. Values like this are 0 = off and 1 = on.) Color = Color // The color of the bullet. Neat Trick: Make R = 255, G = 0, and B = 255 to make the bullet invisible. R = 210 G = 198 B = 178 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color // Same as above, but this is the trail the bullet leaves behind. R = 210 G = 198 B = 178 TrailLength = 30 // This is the length of the trail. AddAmmo = Round PresetName = Round Coalition Pistol ParticleCount = 1 // One click of the mouse fires this many bullets. So basically, this is how you make a shotgun! Particle = MOPixel CopyOf = Bullet Coalition Pistol // Here's where that 'MOPixel' code comes in Shell = MOSParticle CopyOf = Casing FireVelocity = 95 // This is how fast the bullet fires. ShellVelocity = 8 // This is how fast the Casing of the bullet goes flying. You know in action movies, you inevitably see someone firing some sort of minigun? And there's lots of yellow crap flying out of the side of the gun? That's casing. Separation = 10 // This is how spread out the bullets are. Seriously though, the easiest way to learn this stuff is to mess with values and see what happens. Also, please can you not use text speak on the forums? It would take only one more key to turn '2' into 'to', it would be a lot easier to understand, and you wont seem like a newbie. There's no rush here, so you can take your time while you type.
Last edited by CrazyMLC on Fri Jul 23, 2010 1:58 am, edited 1 time in total.
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Thu Jul 22, 2010 10:12 pm |
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f4nt4sy
Joined: Sun May 16, 2010 10:37 am Posts: 23
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Re: How 2 increase the damage of a Gun?
Okay, thank you all for your help and constructive criticizm (right spelled) Iam not from America or England so my english isnt my mothertounge, please pe patient. doesnt excuse the lame 2 for "to" I will post my problems or - could it really work out ? - results here
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Thu Jul 22, 2010 10:41 pm |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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Re: How 2 increase the damage of a Gun?
I've never coded in CC before, and I keep hearing MSRotating. What is that in basic terms?
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Sat Jul 24, 2010 5:42 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: How 2 increase the damage of a Gun?
It's a sprite that can gib.
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Sat Jul 24, 2010 5:49 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: How 2 increase the damage of a Gun?
f4nt4sy wrote: Iam not from America or England so my english isnt my mothertounge, please pe patient. ♥♥♥♥ Canadians and Australians with their goddamn horrible English. You also need to consider what effect changing the particles will have. Mass and velocity will increase recoil, making your guy shoot back with every shot or even exploding if the shot fires with too much force. Too much sharpness will melt through terrain, something most people think of as an undesirable effect.
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Sat Jul 24, 2010 8:11 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: How 2 increase the damage of a Gun?
There are, however, a variety of ways one can avoid the recoil increases. These generally involve either firing them via proxy or modifying them after they have been fired. The former is accomplished by using either an emitter or explosive as the proxy and the latter is accomplished by modifying its properties via Lua.
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Sat Jul 24, 2010 8:17 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: How 2 increase the damage of a Gun?
Contrary wrote: ♥♥♥♥ Canadians and Australians with their goddamn horrible English.
I see what you did there. An AEmitter is the best way to avoid recoil and the most common. The problem is that it usually takes some tinkering :/
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Sat Jul 24, 2010 8:40 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: How 2 increase the damage of a Gun?
Contrary wrote: You also need to consider what effect changing the particles will have. Mass and velocity will increase recoil, making your guy shoot back with every shot or even exploding if the shot fires with too much force. Too much sharpness will melt through terrain, something most people think of as an undesirable effect. You ruined all of the fun! He was supposed to find that out himself. :3 Newton's third law: To every action there is always an equal and opposite reaction.
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Sat Jul 24, 2010 10:46 am |
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f4nt4sy
Joined: Sun May 16, 2010 10:37 am Posts: 23
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Re: How 2 increase the damage of a Gun?
Contrary wrote: ♥♥♥♥ Canadians and Australians with their goddamn horrible English. Thats all you can think of? Canada and Australia? Nice education. I was lifting Mass, Airresistance and such things but nothing REALLY noticeable happened. Code: AddEffect = MOPixel PresetName = Bullet Coalition Pistol Mass = 0.1 AirResistance = 0.015 LifeTime = 440 Sharpness = 50 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 255 G = 255 B = 255
AddAmmo = Round PresetName = Round Coalition Pistol ParticleCount = 1 Particle = MOPixel CopyOf = Bullet Coalition Pistol // Here's where that 'MOPixel' code comes in Shell = MOSParticle CopyOf = Casing FireVelocity = 120 ShellVelocity = 10 Separation = 10
AddAmmo = Magazine PresetName = Magazine Pistol Mass = 0.5 // kg HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Devices/Pistols/MagPistol.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 1 DeepCheck = 0 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = -3 DrawAfterParent = 0 RoundCount = 7 RTTRatio = 0 RegularRound = Round CopyOf = Round SMG TracerRound = None /* AddAmmo = Magazine CopyOf = Magazine Pistol PresetName = Magazine Spear Gun RegularRound = Round CopyOf = Test Rod Round */
AddDevice = HDFirearm PresetName = Pistol AddToGroup = Weapons Mass = 3 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = ORLY.rte/Devices/Pistols/P100F.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -3 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 120 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 = 0 JointStrength = 75 JointStiffness = 0.5 JointOffset = Vector X = -3 Y = 2 DrawAfterParent = 0 OneHanded = 1 StanceOffset = Vector X = 12 Y = 0 SharpStanceOffset = Vector X = 13 Y = -2 SupportOffset = Vector X = -1 Y = 3 SharpLength = 125 Magazine = Magazine CopyOf = Magazine Pistol ParentOffset = Vector X = 17 Y = 6 Flash = Attachable CopyOf = Muzzle Flash Pistol FireSound = Sound AddSample = ContentFile FilePath = ORLY.rte/Devices/Pistols/Sounds/P100F.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 = 400 ReloadTime = 1000 FullAuto = 0 FireIgnoresThis = 1 ShakeRange = 13 SharpShakeRange = 2 NoSupportFactor = 1.5 ParticleSpreadRange = 3 ShellSpreadRange = 8 ShellAngVelRange = 2 MuzzleOffset = Vector X = 16 //Bei X wie Y Vektoren immer -3 um Punkt anzusteuern Y = 0 EjectionOffset = Vector X = 3 Y = -1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 3 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 = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 10 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 GibWoundLimit = 2 what am i doing wrong? anybody but Contrary have an idea?
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Sat Jul 24, 2010 10:56 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: How 2 increase the damage of a Gun?
There are several ways to do damage in CC. The first is to wound the enemy. This is done by a bullet penetrating the flesh of the target by having sufficient mass, velocity and sharpness to do so. This will always do the same amount of damage per bullet, as the target is the one carrying the information on what happens when it is hit by a bullet. The second is to gib the target. This is based off the total mass and velocity of everything hitting that target in a very short amount of time. If your particle is able to gib the target it will completely destroy the body part it hits and may even continue to destroy things behind it. The next is exit wounding. This occurs when your bullet has speed, mass and sharpness that is higher than the target's flesh so much that it incurs another wound and flies out the other side of the body. Most actors take large amounts of damage from exit wounds. So, when you increase the mass, velocity and sharpness of your round, you are making it more likely for your round to penetrate armour as well as possibly penetrate to incur an exit wound. However, exit wounds are quite rare, so you would have to raise it a significant amount to notice an effect on exit wound incurrence. You also increase the chances of gibbing the target, but again this generally requires a large modification to take effect. To increase flat out damage input, it is probably going to be somewhat more productive increasing the particle count to make several bullets fire at once. By putting spread at 0, you make it then appear to be a single bullet, but it will be many times more effective than a single bullet.
Also, in regards to Contrary, he was referring to your statement implying that the only countries which spoke English were America and England, not whatever you appear to have perceived it as.
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Sat Jul 24, 2010 11:10 am |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: How 2 increase the damage of a Gun?
Quick note, if you're going to post an entire ini, try using Pastebin.
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Sun Jul 25, 2010 5:39 pm |
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