Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
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Re: "1.13" Mod - Main Thread[message #10368]
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Thu, 18 August 2005 12:24
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flybyu |
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Messages:44
Registered:August 2005 Location: Indiana U.S.A |
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Question about the Barret 50BMG Sniper rifle.
Being as it is 50BMG should it have about 2X the damage of any other sniper rifles? Also if it was given 2X the amount would it KIA you in one shot and KIA NPC's in one shot? Don't know but was wondering about a hit from a 50BMG. I think it would KIA anyone in one shot.
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Corporal
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Re: "1.13" Mod - Main Thread[message #10369]
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Thu, 18 August 2005 14:43
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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wil473,
The new weapons won't invalidate save games, but the max durability stat probably will (all existing items will have a max durability of zero and hence not be repairable).
Sturmblade,
I think this would require significant graphical changes, which I'm not prepared to do at the moment.
flybyu,
Barrett does have a range about 2x the other rifles (150 tiles vs. 70-80 tiles). I debated increasing the damage beyond what the devs set for it in UB, but decided to leave it, as it's no fun getting your mercs blown away in one shot by some red shirt.
Plea for Help:
I've got the RPG-7 image in-game and looking pretty good, but my RPG rockets look like crap! Can someone please do me a big favour and make me some rpg rocket graphics (bigitems, interface and tileset). I'd like them in multiple colours if possible: green, red, blue, yellow, etc. so we can easily differentiate between rocket types.
Thanks!
MM
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Re: "1.13" Mod - Main Thread[message #10376]
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Thu, 18 August 2005 21:56
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i had some rpg rocket pictures included in the zip i uploaded
only need to recolur these
the launcher itself isn`t that pretty though, but there are other pictures around
i alos thank a lot for externalising the weapons and cities data. lets see what can be done with it
in fact, would it be possible to have a custom animation for the shrapnel grenades?
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10377]
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Thu, 18 August 2005 22:51
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flybyu |
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Messages:44
Registered:August 2005 Location: Indiana U.S.A |
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@Madd Mugsy Thanks I was wondering about the 50BMG and agree with you.
Also the RPG is not the most accurate weapon in the world but does get the job done, so it being a little off makes it a little more realistic.
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Corporal
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Re: "1.13" Mod - Main Thread[message #10379]
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Thu, 18 August 2005 23:29
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i have a custom animation in ja2 vengeance for shrapnel/ fragmentation grenades
so you could use this one as a base for a new animation. it`s simplistic though...
but it is one that shows explicitly that it`s not an explosion (it`s rather debris flying around)
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10381]
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Fri, 19 August 2005 00:38
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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well this sounds more adequate to the shrapnel explosion though
mine is just a simple solution... used for the frag grenade in ja2 vengeance but nowhere near an explosion of an RPG
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10383]
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Fri, 19 August 2005 02:31
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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okay
you`re second question: i guess this was not directed at me anymore, rather at Madd Mugsy? my opinion though is, that depending on the type of grenade the way damage is inflicted is different. most grenades`lethality comes from shrapnel, but some work whit the blast.
maybe adding a grenade that explicitly works like that (a fragmentation or so grenade) would be a good way of implementing this feature. i`d like the existing grenades to keep there blast radius, as it is a good way of getting enemy^s out of their cover
the idea itself makes a lot of sense. the problem would be the coding in my opinion, but again... a good coder like muggsy can tell you whether it is possible, i can`t.
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10393]
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Fri, 19 August 2005 16:55
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Another Update:
Here's a list of the item-related data arrays in the code which (I think) I can externalize:
- item info (type, weight, price, PL, # pockets, graphic, etc)
- Ammo magazine definitions (calibre, size, type)
- Armour (class, protection, degradation)
- Expolosives (type, yield, radius, volatility, animation)
- Attachment Info (attachment,type, type of check, % penalty)
- Attachments (attachment, item)
- Launchables (launchable, launcher)
- Compatible Face items (item1, item2) (btw, I've updated this so you can wear NVGs/UVGs with gas masks, and either of those three with the robot remote).
- Merging (item1, item2, resultingItem, mergeType)
- Attachment merging (baseItem, item1, item2, resultItem)
- Army gun choices (#choices,choice1,choice2...)
- Bobby Ray inventory, Bobby Fire rates
- More inventories: Tony, Devin, Franz, Keith, Sam, Jake, Howard, Gabby, Frank, Elgin, Manny, Herve, Peter, Carlo, Alberto, Micky, Arnie, Perko, Fredo
- Salesman info (buying price mod, selling price mod, type of dealer, initial cash, etc)
- Most, if not all, of the hard-coded in-game text
- and some others I probably missed.
And of course, the weapon data has already been done
I think I'll try to do most of these just like the weapons.dat file (simple xml, for which I have the code to read in), or tab/comma delimited. That way some one can just make a VB tool to modify the files or something (since they'll all need to refer to item indexes which aren't exactly user friendly).
I'd like to also be able to externalize the ammo calibres (so you can add new ones), but they're sitting in an enum instead of an array, so it could get ugly as I don't know offhand how many hidden references to that enum there are in the code.
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Re: "1.13" Mod - Main Thread[message #10394]
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Fri, 19 August 2005 20:14
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BlackSmith |
Messages:2
Registered:August 2005 Location: Europe, Finland, Turku & |
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Quote:Originally posted by Madd Mugsy:
800x600 is not going to be easy to implement from what I've seen so far in the code. So it's at the bottom of my todo list. Why not simply ask for someone that has already done it if you could copy the code from him?
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Civilian
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Re: "1.13" Mod - Main Thread[message #10395]
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Fri, 19 August 2005 20:39
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i sent that picture to your adress (from where you sent me a message previously)
but i can add it to the zip above and re-upload the zip
weapon progression, dealer inventory and the other things would be absolutely great to have them externalized... great feature
re-uploaded Pics.rar
the file to look for the rpg grenade is in "bigitems" PG-7tow or PG-7 heat something like that
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10399]
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Sat, 20 August 2005 10:14
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Scorpion,
Thank you!
Police,
So to hear that, but it looks like I should be able to use the pics from Scorpion anyway.
Grindedstone,
The stacking in the sectors uses the same code as stacking in inventories, so it'd be a real pain. Not to mention the fact the maximum number of items per slot is hard coded to 8. I tried increasing this and ended up with many crashes. As for stacking guns, that's also not possible due to the way that attachments work.
Not sure about the other part of your request yet.
Khor,
Not sure what you're trying to say regarding the runtime dlls. In my earlier post, I just meant that someone could write a nice little GUI frontend for editing stuff (like the desktop weapon editor GUI).
I think that by "float distances" (Is that how far away from shore you're allowed to go?) you must mean array sizes. They can't be changed in WEdit, since it's hacking the exe. But some of them should be changeable in the future externalized data (Items=no, Attachments=yes, etc.) I'll write some instructions and note any limitations for array sizes and variable values after I get the files working.
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Re: "1.13" Mod - Main Thread[message #10404]
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Sun, 21 August 2005 06:04
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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I'd suggest only allowing the sniper scope on sniper rifles and high-end /modern assault rifles advertised with WEAVER or STANAG (Standard NATO Agreement) rails.
- Just to make things interesting, make the scope a non-repairable item so that battlefield pickup won't be so convienent in drop all mode.
- The sniper scope could be more expensive than it is now, say by twice. In addition is there any way to stop Tony from buying them when they fall below 75%?
- I agree about the penalty with sighting through the Sniper Scope. Is there anyway to start the adding of AP to a shot at 3 instead of 1? (Either snap shot with no additional points or start adding at 3 minimum.)
By the same token, the Scoped Reflex sights sound like the ones that some modern Assualt Rifles have built in (see. South African CR-21) or the Elcan 3.4X in use by Canadian Forces or British SUSAT 4X which are mounted on standard type mounts (STANAG?). These are supposed to increase sighting speeds, while providing magnification. Complaints by the end users aside, I believe these are supposed to be more durable than true sniper scopes in 8x + range. I suppose these should be repairable as they aren't in the "high-end" optics class.
Reflex scope, those are useful for handguns, SMG's and carbines right? Pure speed bonus on targeting?
Technically, any weapon with a mounting rail could take any compatible sighting aid, but this would have game play implications.
I
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