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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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				 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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