Remove FireArmsPosition

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freddy
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Post by freddy »

no matter how many addFireArmsPositions you have it only count down 1 bullet from the mag

lets say i want to increase the Garand´s damage a bit, i could do it somewhat like this
on gun
ObjectTemplate.addFireArmsPosition 0/0/0 0/0/0
ObjectTemplate.setBlastAmmoCount 1

on bullets
ObjectTemplate.minDamage 0.6
ObjectTemplate.distToStartLoseDamage 0.1
ObjectTemplate.distToMinDamage 0.2



i think the minDamage works best on the bullets them self instead of the actual gun, right now i use it on bombs and ptboat torpedos in our server, the splash damage from bombs seems to remain original tho
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Swaffy
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Re: Remove FireArmsPosition

Post by Swaffy »

Splash damage is fairly straight-forward when it comes to damage. You don't even need a meterial ID for objects in order for that object to take splash damage.


This is my preferred style of shogun spray:
- Add the preferred amount of FireARmsPositions [ObjectTemplate.addFireArmsPosition 0/0/0 0/0/0], preferrably 12 lines of them with all coordinates set to 0/0/0 0/0/0
- Make the minDev large, such as 2.7

The bullet spread will not only be wide, but will always be random, unlike the shotguns with set FireArms coordinates.
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Iced Earth
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Re:

Post by Iced Earth »

freddy wrote:there is one neat little code for that, i use it often when i want to change damage without changing material values

Code: Select all

ObjectTemplate.minDamage 0.5
ObjectTemplate.distToStartLoseDamage 20
ObjectTemplate.distToMinDamage 40
if you want slightly more damage from a gun just give it a extra firearmsposition and the ObjectTemplate.setBlastAmmoCount 1 then balance it with the ObjectTemplate.minDamage

Nice! I'm a tard...I never checked these out. Very useful.

Trying to figure it out but I'm at work...will have to dig into more later...hmm.

Actually...the min Damage is a ratio, like 0.0 - 1.0 (1 being original damage)? So with your code...at 20 meters it starts to lose its damage linearly...and is at 0.5 of 100% at 40 meters and beyond?
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freddy
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Post by freddy »

yes :) the colt uses those values (for some reason i dunno)

perhaps better (funnier for gameplay) to do it this way instead of gravity bulletdrop
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Swaffy
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Re: Remove FireArmsPosition

Post by Swaffy »

Swaffy loves bullet drop when sniping.
But on shotguns, it's unnecessary.
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Iced Earth
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Re: Remove FireArmsPosition

Post by Iced Earth »

Very nice....this is good shit! haha.

I'll have to see what weapons use this (hand weapons), if any besides the colt? Maybe tweaking snipers or some ARs is in order...we'll see.
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Swaffy
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Re: Remove FireArmsPosition

Post by Swaffy »

I'd mix bullet drop with Fading bullet damage together.

I think the M1 Garand and Model 5 have the fading bullet damage added to them.
I think the SWoWWII Shotgun [It's actually called a "Browning Auto 5"] has coding with the fading bullet damage.

You'd have to look at the vanilla game for some of the examples. I've edited my mod too much to remember.

[Edit]
In SWoWWI:
The Stengun has fading bullet damage.
ObjectTemplate.minDamage 0.5
ObjectTemplate.distToStartLoseDamage 50
ObjectTemplate.distToMinDamage 100


The Bren LMG has fading bullet damage.
ObjectTemplate.minDamage 0.5
ObjectTemplate.distToStartLoseDamage 50
ObjectTemplate.distToMinDamage 100


It seems like the situation is the same for anything with FBD. But you can screw around with it for a while and see what works.
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