Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Overheating Weapons
Re: Feature: Overheating Weapons[message #325761] Thu, 26 September 2013 22:09 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Faalagorn
Based on what Zundman wrote, how about taking the (approxiate, since we can't easily measure them) values from the real world and then divide them by some constant (preferably tweakable in the INI) to fit the game. It's kinda similar to how one tile = 10 meters for the purpose of gun range calculations.
Sure. Just send me the current Items.xml and Weapons.xml after you've obtained and entered all those values. And don't forget the ammo type modificators.

Cooling gun with canteens is an easy-to-to merge type. Most work would be adding that merge to the gazillion guns. Smile

Factoring in temperature on generating/losing heat can be done easily. I did not do that because it seems insignificant to me in a small country like Arulco, with a more or less constant climate. Also, the current sector heat system has like 3 different values Smile

Code clarifications: Guns aren't damaged by heat directly. Heat merely increases the chance that a gun takes damage from firing (this is evaluated every shot). Same for jamming, guns don't jam because of heat, it merely increases the chance that a gun jams. The gun taking damage/jamming are the only kind of malfunctions we have (apart from rather impressive ones with GLs/RPGs). The merc taking damage because his AR is burning seems rather outlandish to me. Adding extra permanent damage when overheated would break the basic concept of the repair threshold - if a gun has of 10, this means that there's a 10% chance that if it's damaged, its threshold gets lowered too. Not 10% + f(temperature).

The enemy never suffers from jamming guns. The AI doesn't know how to handle it, and I don't know how it could - it can either waste bullets trying to fire, or drop the gun - at which point it flees. It would also suffer tremendously from guns in bad conditions.

What I could add, however, are global modificators for jam threshold/damage threshold/cooldown, similar to OVERHEATING_TEMPERATURE_GLOBAL_MODIFIER.

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