Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 INI Customisation and Help » Camo modifying
Camo modifying [message #359399] Fri, 03 April 2020 18:20 Go to next message
Greyfoot is currently offline Greyfoot

 
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Registered:November 2010
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Hey folks, could anyone help me on how to modify camo values? I am playing AR with SDO and enemy seems to disappear out of sight way too often. I rage quit a million times when the AI vanishes after getting shot, going prone 5 tiles away and in general I seem to spot them within pistol range. Of course I am equipped with rifles and smg`s. Also looking at a prone enemy in the desert say 20 tiles away with a pso6 scope I just cannot spot him.

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Re: Camo modifying [message #359400 is a reply to message #359399] Fri, 03 April 2020 18:43 Go to previous messageGo to next message
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Greyfoot wrote on Fri, 03 April 2020 20:20
Hey folks, could anyone help me on how to modify camo values? I am playing AR with SDO and enemy seems to disappear out of sight way too often. I rage quit a million times when the AI vanishes after getting shot, going prone 5 tiles away and in general I seem to spot them within pistol range. Of course I am equipped with rifles and smg`s. Also looking at a prone enemy in the desert say 20 tiles away with a pso6 scope I just cannot spot him.
Set COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 25, COVER_SYSTEM_STEALTH_EFFECTIVENESS = 25 to lower camo and stealth effects.
Set COVER_SYSTEM_STANCE_EFFECTIVENESS = 0 if you don't like sight penalty for prone/crouched stance.



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Re: Camo modifying [message #359402 is a reply to message #359400] Fri, 03 April 2020 20:28 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
Messages:62
Registered:November 2010
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Thanks seven, that did the trick

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Re: Camo modifying [message #359418 is a reply to message #359402] Sun, 05 April 2020 20:20 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
Messages:62
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Sorry mate, I wouldn`t want to open a new thread so I`d ask it here. I am trying to redesign the armour piercing and tumble values of rifle calibres but there are so many different ones I would like to omit a good few. For example I only need fmj and ap and tracer 5.45x39, 7.62x39,7.62x54r, 5.56x45 and 7.62x51. How would I go about getting rid of all cold, hp, and all other useless stuff?

I wish to create a system, where only basic ammo is available and there is enough difference to warrant using different weapons. As of now for example in SDO I see a general armour reduction for 5.45, 7.62nato of 0.65, no tumble. 7.62x39 0.60 armouor redcution. 10mm no armour reduction but 1.25 tumble. It is all a bit messy for me to play.
Any help would be appreciated, I am determined now to sort this out.

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Re: Camo modifying [message #359419 is a reply to message #359418] Sun, 05 April 2020 20:25 Go to previous messageGo to next message
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Just set coolness = 0 for all items you don't want in the game. Items already existing on maps will still appear, as I understand.


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Re: Camo modifying [message #359420 is a reply to message #359419] Sun, 05 April 2020 20:49 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
Messages:62
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Will do then, thanks for the input!!

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Re: Camo modifying [message #359424 is a reply to message #359420] Mon, 06 April 2020 18:46 Go to previous messageGo to next message
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Does anyone aware why there are multiple identical entries of weapons in weapons.xml? They all have unique <uiIndex>numbers but otherwise have identical stats?

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Re: Camo modifying [message #359425 is a reply to message #359424] Mon, 06 April 2020 19:24 Go to previous messageGo to next message
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Greyfoot wrote on Mon, 06 April 2020 20:46
Does anyone aware why there are multiple identical entries of weapons in weapons.xml? They all have unique <uiIndex>numbers but otherwise have identical stats?
Can you give the examples from stock 1.13?



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Re: Camo modifying [message #359427 is a reply to message #359425] Mon, 06 April 2020 21:18 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
Messages:62
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Sorry mate, I meant SDO, am still stuck with modding that.

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Re: Camo modifying [message #359428 is a reply to message #359427] Mon, 06 April 2020 21:20 Go to previous messageGo to next message
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Greyfoot wrote on Mon, 06 April 2020 23:18
Sorry mate, I meant SDO, am still stuck with modding that.
There are 2 variants for many weapons - with folded/retracted stock, also some weapons can have similar base stats but different default attachments like sights.



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Re: Camo modifying [message #359431 is a reply to message #359428] Mon, 06 April 2020 23:26 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
Messages:62
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Ok, it`s clear now, I`ll keep editing the remaining ones then.

On a side note, I managed to complete the ammo part, basically I entered around 25 new ammotypes, separate small and big calibre pistol rounds, intermediate and full powered rifle cartridges etc all organized into semi-sensible groups. Now there are distinct difference between ammunition types, I feel that there is a reason to use certain calibres, most have their pros and cons. FMJ rifle calibres have AP capabilities, certain rounds tumble, big pistol rounds put big holes into enemies etc.

Also I noticed that there are huge discrepancies for gun damages, it almost feels like when people added them to the file, they haven`t checked their damage? I am not explaining it right but for example a Glock 17 9x19 base damage is 27(I think), a Colt 1911 is like 20, SIG in 40S&W is low twenties, it is the same for rifles and other guns too.

I downloaded the modpack off your signature and been playing with different mods on and off for a few weeks again but felt that something was missing that`s why I ranted on a different thread and begun modding some files myself. Out of curiosity, what mods and what settings you playing at when not modding? Is there any one out there with a good, solid balanced gunplay?

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Re: Camo modifying [message #359433 is a reply to message #359431] Mon, 06 April 2020 23:47 Go to previous messageGo to next message
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SDO is one of the best balanced mods for 1.13. If you are interested in this mod, maybe you should read mod description and the following discussion in the mod thread:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20708
Gun damage is not determined by base damage only.
Impact for Glock 17 in SDO is 25, not 27.



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Re: Camo modifying [message #359439 is a reply to message #359433] Tue, 07 April 2020 13:32 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
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I have read it indeed, I am a very long time lurker here.

Indeed I did not remember correctly it is 25 Impact for a Glock 17. Let us stay with this for a second, I fully agree with this base damage for a 9mm handgun, as based on an average 75 health unarmored guy it would take 3 max damage short range shot to the torso do drop. It is realistic enough given the variables. But why would a Beretta cx4 storm with twice the barrel length has 23 Impact? Probably the muzzle velocity is higher enough to warrant at least 3 points higher base damage? What about a 1911 chambered in .45ACP? It has an Impact of 20 both single and double stack magazine configuration. What gives? It is a full sized duty pistol, and the difference between calibres is minimal even if some would like to argue about.

Let me go up a notch here, an mp5 chambered in 9mm has Impact of 26 with fixed stock, a 10mm same configuration has 25, a 40S&W has 23?

The damage output of rifles is even worse, some 5.56 NATO rifles are in the low 30`s so are 5.45 ones.

I am not giving out to you mate, your contribution to the game remains nothing sort of astonishing with the addition of the AI improvement and adrenaline and others I couldn`t name now. But to call it balanced is a bit far fetched. Maybe it is me, having shot multiple handgun calibres, having limited experience with different rifle platforms I just wish for a more realistic game experience. I know that game balance needs to be kept in check too but when I can just run up to a bad guy, shoot him three times in the face with a pistol works better than a dead on round to the torso with a rifle I just go mad.

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Re: Camo modifying [message #359440 is a reply to message #359433] Tue, 07 April 2020 13:54 Go to previous messageGo to next message
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Greyfoot wrote on Tue, 07 April 2020 15:32
What about a 1911 chambered in .45ACP? It has an Impact of 20 both single and double stack magazine configuration. What gives? It is a full sized duty pistol, and the difference between calibres is minimal even if some would like to argue about.
sevenfm wrote on Tue, 07 April 2020 01:47
Gun damage is not determined by base damage only.
Glock 17 uses FMJ - Low Penetration which is 1/1, base damage 25, resulting damage against unarmored 25.
Colt 1911 uses FMJ - Low Dmg/Good Tumble, which is 27/20, base damage 20, resulting damage against unarmored 27.

1911 is slightly better against unarmored opponents when using base FMJ ammo, 9x19 will be slightly better against armored opponents, which is perfectly balanced for me.

Greyfoot wrote on Tue, 07 April 2020 15:32
a pistol works better than a dead on round to the torso with a rifle
For the early game in SDO I use shotguns which work very well, often one shot killing unarmored opponents because of their high damage.
As for rifles, I doubt .45 or 9x19 rifle will be much better than a pistol in the same caliber, as far as I know the bullet speed is higher like 10%. The advantage of rifles in pistol calibers is range and accuracy, not damage.

As for 5.56, Colt M16A4 has base damage 32, base ammo FMJ - Medium Penetration, which has 7/10 armour reduction and 1/1 damage, so it will work better against unarmored opponents than both 9x19 and .45, and have much higher armour penetration even in base FMJ variant.

[Updated on: Tue, 07 April 2020 18:25]




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Re: Camo modifying [message #359441 is a reply to message #359440] Tue, 07 April 2020 14:10 Go to previous message
Greyfoot is currently offline Greyfoot

 
Messages:62
Registered:November 2010
Location: Dublin
I get that, thought so much, that's why I delved into modifying the AmmoTypes.xml in the first place. To be honest it should not make any difference when shooting at unarmored or armored opponents, no handgun calibres tend to penetrate any level II-IIIa vests ever, fmj or hollow points. Even though Kevlar is rated up to .44Magnum in reality it protects from all handgun calibres, even some really large ones, iirc 500S&W might get through. Needles to say, shotgun 00buckshot, 3/4" slug will also be defeated by Kevlar.

Rifle rounds WILL penetrate anything apart from trauma plates, 100% of the time, period. I think it`s apples to oranges when it comes to expected gameplay, because some likes a balanced one while some a realistic one. For example I love to start a game with drop all enabled, no reloading unless ctd, taking out insurance on all mercs and have a go at it. Every move and every shot counts. But you see if I don`t get wiped out early, I get fed up once I acquire rifles because it isn`t worth using them as the enemies tend to shoot back after getting shot square in the torso by a 7.62x39 wearing Kevlar. Sometimes they run up to my merc and just shoot him/her in the face once or twice. And of course the accuracy penalty for being injured means I have zero chance to hit anyone standing in front of me for a good few turns anyway.

That is the point when I start looking into modding the files myself and realising that much could be done to achieve a semi-realistic damage simulation.

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