Home » FULL CONTROL GAMES » #JAFDEV Modders Corner » Suggestions for JA:F weapon mod
Suggestions for JA:F weapon mod[message #336761]
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Fri, 17 October 2014 18:49
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Shanga |
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Messages:3482
Registered:January 2000 Location: Danubia |
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{
"Items": {
"defaultActionClass": "JAFWeapon",
"ItemObjects": [
{
"Id": "M16",
"Name": "M16",
"Description": "The M16 is a good overall rifle",
"Icon": "Icons/Weapons/M16.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"BurstFire": 1,
"AutoFire": 0,
"EffectiveRange": 8.0,
"MuzzleVelocity": 2.5,
"BaseAccuracy": 100.0,
"Mobility": 6.0,
"Damage": 30,
"DamageFalloff": 30,
"AmmoClips": [
"AmmoClip556NATOx30"
]
},
{
"Id": "SIG_SG_540",
"Name": "SIG SG 540",
"Description": "This Swiss gas-operated assault rifle has been gain popularity in the last few years.",
"Icon": "Icons/Weapons/M16.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"BurstFire": 1,
"AutoFire": 0,
"EffectiveRange": 5.0,
"MuzzleVelocity": 6.0,
"BaseAccuracy": 100.0,
"Mobility": 25.0,
"Damage": 30,
"DamageFalloff": 30,
"AmmoClips": [
"AmmoClip556NATOx30"
]
},
{
"Id": "AK47",
"Name": "AK-47",
"Description": "The AK-47 is used all over in the world",
"Icon": "Icons/Weapons/AK47.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"BurstFire": 1,
"AutoFire": 0,
"EffectiveRange": 5.0,
"MuzzleVelocity": 7.0,
"BaseAccuracy": 100.0,
"Mobility": 25.0,
"Damage": 35,
"DamageFalloff": 20,
"AmmoClips": [
"AmmoClip762x30"
]
},
{
"Id": "AKM",
"Name": "AKM",
"Description": "The AKM is a more modern version of the AK-47",
"Icon": "Icons/Weapons/AK47.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"BurstFire": 1,
"AutoFire": 0,
"EffectiveRange": 5.0,
"MuzzleVelocity": 7.0,
"BaseAccuracy": 100.0,
"Mobility": 25.0,
"Damage": 37,
"DamageFalloff": 30,
"AmmoClips": [
"AmmoClip762x30"
]
},
{
"Id": "G3",
"Name": "H&K G3",
"Description": "A powerful battle rifle developed at the end of WWII.",
"Icon": "Icons/Weapons/G3.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"BurstFire": 1,
"AutoFire": 0,
"AmmoClips": [
"AmmoClip556NATOx30"
],
"EffectiveRange": 5.0,
"MuzzleVelocity": 9.0,
"BaseAccuracy": 100.0,
"Mobility": 25.0,
"Damage": 34,
"DamageFalloff": 30
},
{
"Id": "FN_FAL",
"Name": "FN FAL",
"Description": "This is a self-loading battler rifle is one of the most widely used rifles in history.",
"Icon": "Icons/Weapons/SteyrAug.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"BurstFire": 1,
"AutoFire": 0,
"AmmoClips": [
"AmmoClip556NATOx30"
],
"EffectiveRange": 5.0,
"MuzzleVelocity": 9.0,
"BaseAccuracy": 100.0,
"Mobility": 25.0,
"Damage": 34,
"DamageFalloff": 30
},
{
"Id": "Famas",
"Name": "Famas",
"Description": "This bullpup-styled assault rifle is the service rifle of the French military.",
"Icon": "Icons/Weapons/Famas_G2.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"BurstFire": 1,
"AutoFire": 0,
"AmmoClips": [
"AmmoClip556NATOx30"
],
"EffectiveRange": 5.0,
"MuzzleVelocity": 6.0,
"BaseAccuracy": 100.0,
"Mobility": 25.0,
"Damage": 30,
"DamageFalloff": 30
},
{
"Id": "SUG",
"Name": "Steyr AUG",
"Description": "The Strey is a modular configuration rifle of polymer and advanced alloy components.",
"Icon": "Icons/Weapons/SteyrAug.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"BurstFire": 1,
"AutoFire": 0,
"AmmoClips": [
"AmmoClip556NATOx30"
],
"EffectiveRange": 5.0,
"MuzzleVelocity": 6.0,
"BaseAccuracy": 100.0,
"Mobility": 25.0,
"Damage": 33,
"DamageFalloff": 26
},
{
"Id": "Sci-Fi_Weapon_Prototype",
"Name": "R5-Vengeance",
"Description": "An experimental weapon. It looks like something out of a sci-fi B-movie.",
"Icon": "Icons/Weapons/Sci_Fi_Weapon_Prototype.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"BurstFire": 1,
"AutoFire": 0,
"AmmoClips": [
"AmmoClip556NATOx30"
],
"EffectiveRange": 6.0,
"MuzzleVelocity": 10.0,
"BaseAccuracy": 100.0,
"Mobility": 25.0,
"Damage": 55,
"DamageFalloff": 34
},
{
"Id": "RPD_Machinegun",
"Name": "RPD Machinegun",
"Description": "This Russian light machinegun was first widely used in WWII.",
"Icon": "Icons/Weapons/AK47.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 12,
"BurstFire": 1,
"AutoFire": 1,
"EffectiveRange": 8.0,
"MuzzleVelocity": 2.5,
"BaseAccuracy": 100.0,
"Mobility": 6.0,
"Damage": 38,
"DamageFalloff": 30,
"AmmoClips": [
"AmmoClip762x30"
]
},
{
"Id": "BAR",
"Name": "BAR Machinegun",
"Description": "This light machine gun is from a family of automatic rifles manufactured in the United States.",
"Icon": "Icons/Weapons/BAR.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 12,
"BurstFire": 1,
"AutoFire": 1,
"EffectiveRange": 8.0,
"MuzzleVelocity": 2.5,
"BaseAccuracy": 100.0,
"Mobility": 6.0,
"Damage": 32,
"DamageFalloff": 25,
"AmmoClips": [
"AmmoClip762x30"
]
},
{
"Id": "M60",
"Name": "M60",
"Description": "The M60 light machine gun has been used in almost every branch of the U.S. military.",
"Icon": "Icons/Weapons/M60.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 12,
"BurstFire": 1,
"AutoFire": 1,
"EffectiveRange": 8.0,
"MuzzleVelocity": 2.5,
"BaseAccuracy": 100.0,
"Mobility": 6.0,
"Damage": 40,
"DamageFalloff": 40,
"AmmoClips": [
"AmmoClip762x30"
]
},
{
"Id": "RPK_Machinegun",
"Name": "RPK Machinegun",
"Description": "This Russian light machinegun replaced its predecessor the RPD Machinegun in the Red Army.",
"Icon": "Icons/Weapons/AK47.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 12,
"BurstFire": 1,
"AutoFire": 1,
"EffectiveRange": 8.0,
"MuzzleVelocity": 2.5,
"BaseAccuracy": 100.0,
"Mobility": 6.0,
"Damage": 38,
"DamageFalloff": 30,
"AmmoClips": [
"AmmoClip762x30"
]
},
{
"Id": "Walther_WA_2000",
"Name": "Walther WA 2000",
"Description": "This bullpup sniper rifle was only produced for a short while due to the high cost of production.",
"Icon": "Icons/Weapons/SVD.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 14,
"AmmoClips": [
"AmmoClip762x30"
],
"EffectiveRange": 10,
"MuzzleVelocity": 20,
"BaseAccuracy": 98,
"Mobility": 4,
"Damage": 45,
"DamageFalloff": 35
},
{
"Id": "SVD",
"Name": "SVD Dragonuv",
"Description": "Aim, shoot, kill.",
"Icon": "Icons/Weapons/SVD.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 15,
"AmmoClips": [
"AmmoClip762x30"
],
"EffectiveRange": 8.0,
"MuzzleVelocity": 15.0,
"BaseAccuracy": 100.0,
"Mobility": 2.0,
"Damage": 45,
"DamageFalloff": 35,
"BurstFire": 0,
"AutoFire": 0
},
{
"Id": "M40",
"Name": "M40 Sniper Rifle",
"Description": "This is a bolt-action sniper rifle used by the U.S Marine Corps.",
"Icon": "Icons/Weapons/m40.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 14,
"AmmoClips": [
"AmmoClip762x30"
],
"EffectiveRange": 10,
"MuzzleVelocity": 20,
"BaseAccuracy": 100,
"Mobility": 4,
"Damage": 40,
"DamageFalloff": 35
},
{
"Id": "Barret_M82",
"Name": "Barret M82",
"Description": "This is a powerful semi-automatic anti-materiel rifle; shoot and kill.",
"Icon": "Icons/Weapons/Barrett_M82.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 16,
"AmmoClips": [
"AmmoClip762x30"
],
"EffectiveRange": 10,
"MuzzleVelocity": 20,
"BaseAccuracy": 100,
"Mobility": 4,
"Damage": 55,
"DamageFalloff": 35
},
{
"Id": "Barret_m82A1",
"Name": "Barret m82A1",
"Description": "This rifle is the improved successor of the Barret M82.",
"Icon": "Icons/Weapons/Barrett_M82A1.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 16,
"AmmoClips": [
"AmmoClip762x30"
],
"EffectiveRange": 10,
"MuzzleVelocity": 20,
"BaseAccuracy": 100,
"Mobility": 4,
"Damage": 58,
"DamageFalloff": 35
},
{
"Id": "Barret_m82A1_B",
"Name": "Slayer",
"Description": "There is a small engraving on the trigger: Trees beware!",
"Icon": "Icons/Weapons/Barrett_M82A1_B.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 16,
"AmmoClips": [
"AmmoClip762x30"
],
"EffectiveRange": 10,
"MuzzleVelocity": 20,
"BaseAccuracy": 100,
"Mobility": 4,
"Damage": 60,
"DamageFalloff": 35
},
{
"Id": "SKS",
"Name": "SKS",
"Description": "The SKS is a gas-operated weapon.",
"Icon": "Icons/Weapons/SKS.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 12,
"AmmoClips": [
"AmmoClip762x30"
],
"EffectiveRange": 8.0,
"MuzzleVelocity": 12.0,
"BaseAccuracy": 100.0,
"Mobility": 5.0,
"Damage": 35,
"DamageFalloff": 27,
"BurstFire": 0,
"AutoFire": 0
},
{
"Id": "AW_Sniper_Rifle",
"Name": "AW Sniper Rifle",
"Description": "Bolt-action sniper rifle develped by the British, a popular choice for any extreme climate.",
"Icon": "Icons/Weapons/AW_Sniper_Rifle.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"AmmoClips": [
"AmmoClip762x30"
],
"EffectiveRange": 10,
"MuzzleVelocity": 20,
"BaseAccuracy": 100,
"Mobility": 4,
"Damage": 45,
"DamageFalloff": 35
},
{
"Id": "AW_Sniper_Rifle_B",
"Name": "Lucifer's Finger",
"Description": "Where the devil points...",
"Icon": "Icons/Weapons/AW_Sniper_Rifle_B.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"AmmoClips": [
"AmmoClip762x30"
],
"EffectiveRange": 10,
"MuzzleVelocity": 20,
"BaseAccuracy": 100,
"Mobility": 4,
"Damage": 47,
"DamageFalloff": 35
},
{
"Id": "Mosin_Nagant",
"Name": "Mosin Nagant M9130",
"Description": "This bolt-action Russian military rilfe still seems to work.",
"Icon": "Icons/Weapons/Mosin_Nagant.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"AmmoClips": [
"AmmoClip762x30"
],
"EffectiveRange": 20,
"MuzzleVelocity": 8,
"BaseAccuracy": 100,
"Mobility": 5,
"Damage": 38,
"DamageFalloff": 40
},
{
"Id": "M1_Garand",
"Name": "M1 Garand",
"Description": "Dagrand because its big?",
"Icon": "Icons/Weapons/Garand.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 12,
"AmmoClips": [
"AmmoClip762x30"
],
"EffectiveRange": 8.0,
"MuzzleVelocity": 14.0,
"BaseAccuracy": 100.0,
"Mobility": 5.0,
"Damage": 28,
"DamageFalloff": 40,
"BurstFire": 0,
"AutoFire": 0
},
{
"Id": "SawedOff_Shotgun",
"Name": "Sawedoff Shotgun",
"Description": "Take any standard shotgun and cut the barrel...",
"Icon": "Icons/Weapons/Sawed_Off_Shotgun.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"AmmoClips": [
"AmmoClip12-gauge"
],
"EffectiveRange": 20,
"MuzzleVelocity": 8,
"BaseAccuracy": 100,
"Mobility": 5,
"Damage": 38,
"DamageFalloff": 15
},
{
"Id": "Winchester_1897",
"Name": "Winchester 1897",
"Description": "An old but reliable pump-action shotgun.",
"Icon": "Icons/Weapons/Winchester_Rifle.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"AmmoClips": [
"AmmoClip12-gauge"
],
"EffectiveRange": 20,
"MuzzleVelocity": 8,
"BaseAccuracy": 100,
"Mobility": 5,
"Damage": 38,
"DamageFalloff": 15
},
{
"Id": "Remington_1187",
"Name": "Remington 11-87",
"Description": "This is a gas operated semi-automatic shotgun.",
"Icon": "Icons/Weapons/Remington_Rifle.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"AmmoClips": [
"AmmoClip12-gauge"
],
"EffectiveRange": 20,
"MuzzleVelocity": 8,
"BaseAccuracy": 100,
"Mobility": 5,
"Damage": 38,
"DamageFalloff": 15
},
{
"Id": "Mossberg_500",
"Name": "Mossberg 500",
"Description": "Introduced in the early 1960s, this is a powerful pump-action shotgun.",
"Icon": "Icons/Weapons/Mossberg.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"AmmoClips": [
"AmmoClip12-gauge"
],
"EffectiveRange": 20,
"MuzzleVelocity": 8,
"BaseAccuracy": 100,
"Mobility": 5,
"Damage": 38,
"DamageFalloff": 15
},
{
"Id": "M4_Shotgun",
"Name": "M4 Benelli",
"Description": "The M4_Denelli is an Italian semi-automatic gas-operated shotgun.",
"Icon": "Icons/Weapons/M4_Benelli.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"AmmoClips": [
"AmmoClip12-gauge"
],
"EffectiveRange": 20,
"MuzzleVelocity": 8,
"BaseAccuracy": 100,
"Mobility": 5,
"Damage": 38,
"DamageFalloff": 15
},
{
"Id": "M4_Shotgun_B",
"Name": "Big Sam",
"Description": "When you really need to liberate the shit out of someone.",
"Icon": "Icons/Weapons/M4_Benelli_B.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"AmmoClips": [
"AmmoClip12-gauge"
],
"EffectiveRange": 20,
"MuzzleVelocity": 8,
"BaseAccuracy": 100,
"Mobility": 5,
"Damage": 38,
"DamageFalloff": 15
},
{
"Id": "MAC_10",
"Name": "MAC 10",
"Description": "The MAC-10 is a compact, blowback operated machine pistol developed in 1964.",
"Icon": "Icons/Weapons/Mac10.png",
"AnimationSet": "Handgun",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 8,
"BurstFire": 1,
"AutoFire": 1,
"AmmoClips": [
"AmmoClip9x32", "AmmoClip9x15"
],
"EffectiveRange": 5.0,
"MuzzleVelocity": 1.25,
"BaseAccuracy": 100.0,
"Mobility": 80.0,
"Damage": 25,
"DamageFalloff": 20
},
{
"Id": "MP5",
"Name": "MP-5",
"Description": "The MP-5 is one of the most widely used submachine guns in the world.",
"Icon": "Icons/Weapons/MP5.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 8,
"BurstFire": 1,
"AutoFire": 1,
"AmmoClips": [ "AmmoClip9x32", "AmmoClip9x15"],
"EffectiveRange": 5.0,
"MuzzleVelocity": 5.0,
"BaseAccuracy": 100.0,
"Mobility": 80.0,
"Damage": 30,
"DamageFalloff": 20
},
{
"Id": "K&H_MP5",
"Name": "H&K MPEH 5",
"Description": "This high-quality MP-5 made by Heckler & Koch will in the right hands be sure to put a quick end to whatever in sight.",
"Icon": "Icons/Weapons/MP5_B.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 8,
"BurstFire": 1,
"AutoFire": 1,
"AmmoClips": [
"AmmoClip9x32", "AmmoClip9x15"
],
"EffectiveRange": 5.0,
"MuzzleVelocity": 5.0,
"BaseAccuracy": 100.0,
"Mobility": 80.0,
"Damage": 30,
"DamageFalloff": 20
},
{
"Id": "UZI",
"Name": "UZI",
"Description": "The UZI allows the magazine to be housed in the grip for a shorter weapon.",
"Icon": "Icons/Weapons/Uzi.png",
"AnimationSet": "Handgun",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 8,
"BurstFire": 1,
"AutoFire": 1,
"AmmoClips": [
"AmmoClip9x32", "AmmoClip9x15"
],
"EffectiveRange": 5.0,
"MuzzleVelocity": 1.25,
"BaseAccuracy": 100.0,
"Mobility": 80.0,
"Damage": 25,
"DamageFalloff": 20
},
{
"Id": "Thompson_SMG",
"Name": "Tommy Gun",
"Description": "This popular submachine gun is usually associated with mobsters during the Prohibition ear.",
"Icon": "Icons/Weapons/Thompson_SMG.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 8,
"BurstFire": 1,
"AutoFire": 1,
"AmmoClips": ["AmmoClip45ACPx20"],
"EffectiveRange": 5.0,
"MuzzleVelocity": 1.25,
"BaseAccuracy": 100.0,
"Mobility": 80.0,
"Damage": 25,
"DamageFalloff": 20
},
{
"Id": "Walter_MP",
"Name": "Walter MP",
"Description": "The Waltar MP series is a family of 9x19mm Parabellum submachine guns.",
"Icon": "Icons/Weapons/WaltherMp.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 8,
"BurstFire": 1,
"AutoFire": 1,
"AmmoClips": [
"AmmoClip9x32", "AmmoClip9x15"
],
"EffectiveRange": 5.0,
"MuzzleVelocity": 4.0,
"BaseAccuracy": 100.0,
"Mobility": 80.0,
"Damage": 30,
"DamageFalloff": 20
},
{
"Id": "HK_USP",
"Name": "USP Colt M1822",
"Description": "The M1822 is a single-action pistol for the .45 ACP cartridge. It served as the standard-issue sidearm for the U.S. until 1985.",
"Icon": "Icons/Weapons/M1911A1.png",
"AnimationSet": "Handgun",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 6,
"AmmoClips": [
"AmmoClip45ACPx7", "AmmoClip45ACPx20", "AmmoClip45ACPx10"
],
"EffectiveRange": 2.0,
"MuzzleVelocity": 1.0,
"BaseAccuracy": 100.0,
"Mobility": 100.0,
"Damage": 27,
"DamageFalloff": 15,
"BurstFire": 0,
"AutoFire": 0
},
{
"Id": "The_Obrez",
"Name": "The Obrez",
"Description": "The Obrez is like a sawedoff shotgun, but done with a rifle.",
"Icon": "Icons/Weapons/Obrez.png",
"AnimationSet": "Handgun",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 7,
"AmmoClips": [
"AmmoClip45ACPx7", "AmmoClip45ACPx20", "AmmoClip45ACPx10"
],
"EffectiveRange": 1.0,
"MuzzleVelocity": 1.0,
"BaseAccuracy": 100.0,
"Mobility": 80.0,
"Damage": 45,
"DamageFalloff": 35,
"BurstFire": 0,
"AutoFire": 0
},
{
"Id": "38_SnubNose_Revolver",
"Name": "Snub Nose 36",
"Description": "This short revolver was introduced in 1950 and was designed as a small conceable weapon.",
"Icon": "Icons/Weapons/38snubnose.png",
"AnimationSet": "Handgun",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 6,
"AmmoClips": [
"AmmoClip44Magnumx6"
],
"EffectiveRange": 1.0,
"MuzzleVelocity": 5.0,
"BaseAccuracy": 100.0,
"Mobility": 100.0,
"Damage": 24,
"DamageFalloff": 13,
"BurstFire": 0,
"AutoFire": 0
},
{
"Id": "Smith&Wesson_Revolver",
"Name": "S&W Revolver",
"Description": "This is a six-shot double action revolver. It looks like it could have been used in the Wild West.",
"Icon": "Icons/Weapons/S&W_Revolver.png",
"AnimationSet": "Handgun",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 6,
"AmmoClips": [
"AmmoClip44Magnumx6"
],
"EffectiveRange": 2.0,
"MuzzleVelocity": 0.45,
"BaseAccuracy": 100.0,
"Mobility": 100.0,
"Damage": 24,
"DamageFalloff": 13,
"BurstFire": 0,
"AutoFire": 0
},
{
"Id": "Beretta_96",
"Name": "Beretta 92",
"Description": "Italian developed semi-automatic pistol.",
"Icon": "Icons/Weapons/Beretta.PNG",
"AnimationSet": "Handgun",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 6,
"AmmoClips": [
"AmmoClip44Magnumx6"
],
"EffectiveRange": 3.0,
"MuzzleVelocity": 1.0,
"BaseAccuracy": 100.0,
"Mobility": 100.0,
"Damage": 28,
"DamageFalloff": 20,
"BurstFire": 1,
"AutoFire": 0
},
{
"Id": "Glock_17",
"Name": "Glock 17",
"Description": "The Glock 17 was developed in Austria for military and police useage.",
"Icon": "Icons/Weapons/Glock18.PNG",
"AnimationSet": "Handgun",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 6,
"AmmoClips": [
"AmmoClip9x32", "AmmoClip9x15"
],
"EffectiveRange": 3.0,
"MuzzleVelocity": 1.0,
"BaseAccuracy": 100.0,
"Mobility": 100.0,
"Damage": 26,
"DamageFalloff": 20,
"BurstFire": 1,
"AutoFire": 0
},
{
"Id": "Mauser_C96",
"Name": "Mauser C96",
"Description": "Made in WWI, this pistol has a big red #9 on the handle to make sure people load the correct ammuntion.",
"Icon": "Icons/Weapons/Glock18.PNG",
"AnimationSet": "Handgun",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 6,
"AmmoClips": [
"AmmoClip9x32", "AmmoClip9x15"
],
"EffectiveRange": 3.0,
"MuzzleVelocity": 1.0,
"BaseAccuracy": 100.0,
"Mobility": 100.0,
"Damage": 26,
"DamageFalloff": 20,
"BurstFire": 0,
"AutoFire": 0
},
{
"Id": "S&W_Model_500",
"Name": "Colt Anaconda",
"Description": "The Colt Anaconda is a large double-action revolver with six round cylinder.",
"Icon": "Icons/Weapons/44Magnum.PNG",
"AnimationSet": "Handgun",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 7,
"AmmoClips": [
"AmmoClip44Magnumx6"
],
"EffectiveRange": 3.0,
"MuzzleVelocity": 1.0,
"BaseAccuracy": 100.0,
"Mobility": 100.0,
"Damage": 32,
"DamageFalloff": 25,
"BurstFire": 0,
"AutoFire": 0
},
{
"Id": "S&W_Model_500_B",
"Name": "Colt Peacemaker",
"Description": "This golden Colt Anaconda has 'Peacemaker' engraved along the barrel.",
"Icon": "Icons/Weapons/44Magnum_B.png",
"AnimationSet": "Handgun",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 7,
"AmmoClips": [
"AmmoClip44Magnumx6"
],
"EffectiveRange": 3,
"MuzzleVelocity": 4,
"BaseAccuracy": 100,
"Mobility": 100,
"Damage": 33,
"DamageFalloff": 25,
"BurstFire": 0,
"AutoFire": 0
},
{
"Id": "Desert_Eagle",
"Name": "Desert_Eagle",
"Description": "The Desert Eagle is a large-framed gas-operated semi-automatic pistol.",
"Icon": "Icons/Weapons/desert_eagle.png",
"AnimationSet": "Handgun",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 10,
"AP": 6,
"AmmoClips": [
"AmmoClip44Magnumx6"
],
"EffectiveRange": 3.0,
"MuzzleVelocity": 1.0,
"BaseAccuracy": 100.0,
"Mobility": 100.0,
"Damage": 30,
"DamageFalloff": 25,
"BurstFire": 0,
"AutoFire": 0
},
{
"Id": "Fist",
"Name": "Fist",
"Description": "The traditional method of hitting someone.",
"Icon": "Icons/Weapons/fist.png",
"AnimationSet": "Unarmed",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 0,
"AP": 6,
"Melee": 1,
"BaseAccuracy": 80.0,
"Damage": 15,
"Mobility": 100.0,
"BurstFire": 0,
"AutoFire": 0,
"EffectiveRange": 1.0,
"MuzzleVelocity": 1.0,
"DamageFalloff": 1
},
{
"Id": "Brass_Knuckles",
"Name": "Brass Knuckles",
"Description": "Metal made to deal powerful blows to the opponent. A must-have for any hand-to-hand combatant.",
"Icon": "Icons/Weapons/Brass_Knuckles.png",
"AnimationSet": "Unarmed",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 0,
"AP": 6,
"Melee": 1,
"BaseAccuracy": 100.0,
"Damage": 34,
"Mobility": 100.0,
"BurstFire": 0,
"AutoFire": 0,
"EffectiveRange": 1.0,
"MuzzleVelocity": 1.0,
"DamageFalloff": 1
},
{
"Id": "Brass_Knuckles_Spiked",
"Name": "Spiked Brass Knuckles",
"Description": "An improvement on the regular brass knuckles.",
"Icon": "Icons/Weapons/Brass_Knuckles_Spiked.png",
"AnimationSet": "Unarmed",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 0,
"AP": 6,
"Melee": 1,
"BaseAccuracy": 100.0,
"Damage": 38,
"Mobility": 100.0,
"BurstFire": 0,
"AutoFire": 0,
"EffectiveRange": 1.0,
"MuzzleVelocity": 1.0,
"DamageFalloff": 1
},
{
"Id": "Knife",
"Name": "Knife",
"Description": "Sharpened and ready for cooking...er..stabbing!",
"Icon": "Icons/Weapons/knife.png",
"AnimationSet": "Knife",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 1,
"AP": 3,
"Melee": 1,
"BaseAccuracy": 100.0,
"Damage": 80,
"Mobility": 100.0,
"BurstFire": 0,
"AutoFire": 0,
"EffectiveRange": 1.0,
"MuzzleVelocity": 1.0,
"DamageFalloff": 1
},
{
"Id": "Knife_Combat",
"Name": "Combat Knife",
"Description": "A powerful and large knife designed to be used in fights.",
"Icon": "Icons/Weapons/Combat_Knife.png",
"AnimationSet": "Knife",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 1,
"AP": 7,
"Melee": 1,
"BaseAccuracy": 100.0,
"Damage": 100,
"Mobility": 100.0,
"BurstFire": 0,
"AutoFire": 0,
"EffectiveRange": 1.0,
"MuzzleVelocity": 1.0,
"DamageFalloff": 1
},
{
"Id": "Knife_Combat_B",
"Name": "Titanium Blade",
"Description": "Well-crafted and sharpened combat knife. Made from pure titanium, ensuring its durability, weight and quality holds the highest standard.",
"Icon": "Icons/Weapons/Combat_Knife_B.png",
"AnimationSet": "Knife",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 1,
"AP": 7,
"Melee": 1,
"BaseAccuracy": 100,
"Damage": 140,
"Mobility": 100
},
{
"Id": "Machete01",
"Name": "Combat Machete",
"Description": "Adapted for close-quarters combat.",
"Icon": "Icons/Weapons/machete01.png",
"AnimationSet": "Machete",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 1,
"AP": 8,
"Melee": 1,
"BaseAccuracy": 100.0,
"Damage": 90,
"Mobility": 100.0,
"BurstFire": 0,
"AutoFire": 0,
"EffectiveRange": 1.0,
"MuzzleVelocity": 1.0,
"DamageFalloff": 1
},
{
"Id": "Machete02",
"Name": "Jungle Machete",
"Description": "Specialized for use in tropical forests.",
"Icon": "Icons/Weapons/machete02.png",
"AnimationSet": "Machete",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 1,
"AP": 8,
"Melee": 1,
"BaseAccuracy": 100.0,
"Damage": 100,
"Mobility": 100.0,
"BurstFire": 0,
"AutoFire": 0,
"EffectiveRange": 1.0,
"MuzzleVelocity": 1.0,
"DamageFalloff": 1
},
{
"Id": "Machete02_B",
"Name": "Crimson Edge",
"Description": "The red blood on its blade testifies that this machete has seen its way through many organs and intestines.",
"Icon": "Icons/Weapons/machete02_B.png",
"AnimationSet": "Machete",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 1,
"AP": 8,
"Melee": 1,
"BaseAccuracy": 100.0,
"Damage": 100,
"Mobility": 100.0,
"BurstFire": 0,
"AutoFire": 0,
"EffectiveRange": 1.0,
"MuzzleVelocity": 1.0,
"DamageFalloff": 1
},
{
"Id": "Machete03",
"Name": "Sugarcane Machete",
"Description": "Mainly used to cut through thick vegetation, sugarcane and tall grass.",
"Icon": "Icons/Weapons/machete03.png",
"AnimationSet": "Machete",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 1,
"Weight": 1,
"AP": 8,
"Melee": 1,
"BaseAccuracy": 100.0,
"Damage": 135,
"Mobility": 100.0,
"BurstFire": 0,
"AutoFire": 0,
"EffectiveRange": 1.0,
"MuzzleVelocity": 1.0,
"DamageFalloff": 1
},
{
"Id": "Frag_Grenade",
"Name": "Fragmentation grenade",
"Description": "Just a usual grenade",
"Icon": "Icons/Weapons/grenade_frag.png",
"AnimationSet": "Throw",
"Type": "Grenade",
"EquipmentClass": "Hands",
"ActionClass": "JAFGrenade",
"SlotsCount": 1,
"Weight": 5,
"AP": 15,
"MaxRange": 4,
"EffectiveRange": 1,
"ThrowRange": 12,
"Damage": 75,
"DamageFalloff": 0.055,
"RandomLootPercents": 10
},
{
"Id": "Smoke_Grenade",
"Name": "Smoke grenade",
"Description": "Creates cloud of smoke over several turns that blocks line of sight.",
"Icon": "Icons/Weapons/grenade_smoke_white.png",
"AnimationSet": "Throw",
"Type": "Grenade",
"EquipmentClass": "Hands",
"ActionClass": "JAFGrenade",
"SlotsCount": 1,
"Weight": 5,
"AP": 15,
"MaxRange": 4,
"EffectiveRange": 1,
"ThrowRange": 12,
"Damage": 100,
"DamageFalloff": 0.055,
"RandomLootPercents": 10,
"ExplosionType": "Smoke"
},
{
"Id": "Flashbang_Grenade",
"Name": "Flashbang grenade",
"Description": "Stuns enemies reducing their action points for several turns. Most effective at blast center.",
"Icon": "Icons/Weapons/grenade_flash.png",
"AnimationSet": "Throw",
"Type": "Grenade",
"EquipmentClass": "Hands",
"ActionClass": "JAFGrenade",
"SlotsCount": 1,
"Weight": 5,
"AP": 15,
"MaxRange": 4,
"EffectiveRange": 1,
"ThrowRange": 12,
"Damage": 100,
"DamageFalloff": 0.055,
"RandomLootPercents": 10,
"ExplosionType": "Flashbang"
},
{
"Id": "Nuka",
"Name": "Nuclear grenade",
"Description": "Just a nuclear grenade",
"Icon": "Icons/Weapons/nuke.png",
"AnimationSet": "Throw",
"Type": "Grenade",
"EquipmentClass": "Hands",
"ActionClass": "JAFGrenade",
"SlotsCount": 1,
"Weight": 5,
"AP": 5,
"MaxRange": 200,
"EffectiveRange": 100,
"ThrowRange": 64,
"Damage": 32000,
"DamageFalloff": 1
}
]
}
}
Report message to a moderator
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Re: Suggestions for JA:F weapon mod[message #336762]
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Fri, 17 October 2014 18:50
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Shanga |
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Messages:3482
Registered:January 2000 Location: Danubia |
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Let's start with the two of the most common weapons and see if we can tweak them to perfection:
"Id": "M16",
"Name": "M16",
"Description": "The M16 is a good overall rifle",
"Icon": "Icons/Weapons/M16.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"BurstFire": 1,
"AutoFire": 0,
"EffectiveRange": 8.0,
"MuzzleVelocity": 2.5,
"BaseAccuracy": 100.0,
"Mobility": 6.0,
"Damage": 30,
"DamageFalloff": 30,
"AmmoClips": [
"AmmoClip556NATOx30"
]
},
and
{
"Id": "AK47",
"Name": "AK-47",
"Description": "The AK-47 is used all over in the world",
"Icon": "Icons/Weapons/AK47.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"BurstFire": 1,
"AutoFire": 0,
"EffectiveRange": 5.0,
"MuzzleVelocity": 7.0,
"BaseAccuracy": 100.0,
"Mobility": 25.0,
"Damage": 35,
"DamageFalloff": 20,
"AmmoClips": [
"AmmoClip762x30"
]
},
[Updated on: Fri, 17 October 2014 18:52] by Moderator Report message to a moderator
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Re: Suggestions for JA:F weapon mod[message #336763]
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Fri, 17 October 2014 19:02
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Shanga |
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Messages:3482
Registered:January 2000 Location: Danubia |
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http://en.wikipedia.org/wiki/Comparison_of_the_AK-47_and_M16
Weight:
AK-47 4.78 kg
M16A1 3.6 kg
Length (Mobility?)
AK-47 87.0 cm
M16A1 99.0 cm
Muzzle Velocity:
AK-47 710 m/s
M16A1 990 m/s
Effective Range:
AK-47 350m
M16A1 460m
Base Accuracy (@100m):
AK-47 15cm
M16A1 11cm
Penetration (Damage?)
AK-47 74cm
M16A1 36cm
Energy (Damage Falloff?)
AK-47 1,991 J
M16A1 1,764 J
Considering the above, my suggested edits would be:
Quote: {"Id": "M16",
"Name": "M16",
"Description": "The M16 is a good overall rifle",
"Icon": "Icons/Weapons/M16.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
[color:#FF0000]"Weight": 8,[/color]
"AP": 10,
"BurstFire": 1,
"AutoFire": 0,
[color:#FF0000]"EffectiveRange": 10.0,[/color]
[color:#FF0000]"MuzzleVelocity": 9.5,
"BaseAccuracy": 100.0,
"Mobility": 20.0,
"Damage": 30,
"DamageFalloff": 30,[/color]
"AmmoClips": [
"AmmoClip556NATOx30"
]
},
and
Quote: {
"Id": "AK47",
"Name": "AK-47",
"Description": "The AK-47 is used all over in the world",
"Icon": "Icons/Weapons/AK47.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 10,
"BurstFire": 1,
"AutoFire": 0,
[color:#FF0000]"EffectiveRange": 8.0,[/color]
[color:#FF0000]"MuzzleVelocity": 7.0,
"BaseAccuracy": 90.0,
"Mobility": 15.0,
"Damage": 45,
"DamageFalloff": 40,[/color]
"AmmoClips": [
"AmmoClip762x30"
]
},
[Updated on: Fri, 17 October 2014 19:22] by Moderator Report message to a moderator
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Re: Suggestions for JA:F weapon mod[message #336797]
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Sat, 18 October 2014 22:10
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Sooner |
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Messages:35
Registered:January 2004 Location: Broken Arrow, OK |
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Since I am a glutton for punishment and a geek at heart, I decided to try my hand and throwing together a UI that would allow anyone to view and edit the different JSON files without jacking up the formatting. Given that this was my first stab ever at dealing with JSON from a programming standpoint it beat my ass for a good day and then I finally figured it out.
All I can do right now is read, but writing now that I have the structure down shouldn't be that hard, and it could then pretty easily port in all of the different JSON files that we could edit or add to.
NOTE: Editor updated to work with the newly formatted Weapons.JSON file. If you do not yet have the new format, its going to blow up. See Shangas post below for a copy of that file.
Click here for the latest version of the editor.
NOTE: This link will remain consistent as I make changes and it will also autoupdate
Edit: Well I can now properly write everything except the ammunition string because it really isn't a string as far as JSON is concerned. Still some tweaking to do but with any luck I may have a working weapon editor pretty soon.
Edit 2:It's rough but it can add new items to the JSON and Modify existing items in there. All it requires is the path to your game.exe and everything else uses relative paths. Make sure you DO NOT include the \ at the end of your path. I am in Omaha all next week so I thought I could get this working but highly untested version out now.
Edit 3: It will read all the data for the explosives and melee weapons but I haven't put in the logic for writing them back to the game. Right now we seem to have the standard set of both melee and grenades in there so that's low on the priority list.
To Do:
Store input of game directory in a file so you don't have to enter it each time you open the program. DONE- Where the options for entry are limited, make those dropdown boxes (e.g. Ammo, etc).
- Allow editing of the Icon value, right now it defaults to the M16.
Allow it to autoupdate each time it is launched from a web repository. DONE
[Updated on: Tue, 21 October 2014 02:20] by Moderator Report message to a moderator
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Private 1st Class
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Re: Suggestions for JA:F weapon mod[message #336836]
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Mon, 20 October 2014 00:40
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Sooner |
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Messages:35
Registered:January 2004 Location: Broken Arrow, OK |
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Edited the original post to fix the image link (its an image of the latest iteration), and provide a link to download the editor. Its a VS2013 project so chance are is going to want .NET 4.0 or 4.5, honestly I can't remember right this second.
Couple of notes:
1. There are two buttons, one to add a new weapon, one to edit whatever it is you have selected. The list is sorted exactly as it exists in the default JSON which is to mean not at all.
If you are adding a weapon, it will show up at the bottom of the file, note that none of them have drop percentages yet so you will have to assign it to by its "ID" to a Merc via the Units.JSON file.
If you are modifying a weapon make sure you are modifying one that exists in game, OR that you have already assigned to a merc. Modifications are placed in the file exactly where the original item was, so if you want to verify the changes, look at the portion of the file it was in originally, not at the bottom.
Since the ID's used originally in the JSON are nothing more than the weapon names, I have added some logic in to keep new weapons from stepping on one another. Namely, the ID for new weapons is the NAME + the Index number from the list. This ensures that if I create an item with NAME = AR-15 and another item with the same name, it won't blow up things.
2. The check boxes that are next to Burst Fire and Auto Fire are simply there as an easy to recognize notation of if it has or does not have that feature.
3. I haven't yet tried to break it, and there is very little error checking in it right now, so if you want to break it, it should not be hard.
4. Right now it only loads the Icon of the selected weapon. If you add a weapon you will need to update that portion by hand for now, that's in line for an addition at some point.
Report message to a moderator
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Private 1st Class
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Re: Suggestions for JA:F weapon mod[message #336837]
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Mon, 20 October 2014 00:53
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Shanga |
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Messages:3482
Registered:January 2000 Location: Danubia |
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These are the changes to Weapons.json in 1.0.0 RC1
Quote:
{
"Id": "RPK_Machinegun",
"Name": "RPX Machinegun",
"Description": "This Russian light machinegun replaced its predecessor the RPB Machinegun in the
"Icon": "Icons/Weapons/RPK_Machine_Gun.png",
"AnimationSet": "Rifle",
"Type": "Weapon",
"EquipmentClass": "Hands",
"SlotsCount": 2,
"Weight": 10,
"AP": 12,
"BurstFire": 1,
"AutoFire": 1,
"EffectiveRange": 9.0,
"MuzzleVelocity": 2.5,
"BaseAccuracy": 100.0,
"Mobility": 3.0,
"Damage": 39,
"DamageFalloff": 30,
"WeaponType": "LightMachineGun",
"CaliberName": "7.62x39mm",
"ClipSize": 100,
"Price": 1000
},
Report message to a moderator
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Re: Suggestions for JA:F weapon mod[message #336853]
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Mon, 20 October 2014 06:09
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Sooner |
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Messages:35
Registered:January 2004 Location: Broken Arrow, OK |
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Digging around in some of the DLL files and stumbled across this.
ConsoleManager.CommandDelegate commandDelegate1 = (ConsoleManager.CommandDelegate) (arguments => this.ToggleSlowmo());
this.commands["smokeweed"] = commandDelegate1;
Yes, smokeweed is apparently part of the console command structure
Also I think I figured out what the two repair icons mean in the UI.
if (current2.StrategicMapTask == StrategicMapTask.RepairEquipped || current2.StrategicMapTask == StrategicMapTask.RepairEquippedAndBackpack)
So one would be for equipped items only, and the other for equipped items and those in the backpacks of each merc. I assume that does not mean things in squad inventory.
[Updated on: Mon, 20 October 2014 06:41] by Moderator Report message to a moderator
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Private 1st Class
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Re: Suggestions for JA:F weapon mod[message #336862]
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Mon, 20 October 2014 15:23
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Shanga |
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Messages:3482
Registered:January 2000 Location: Danubia |
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I've tested their RC1 weapons and honestly the default ranges suck. There's a lot of room for improvement. Nevermind AK bullet keeping penetration value over distance, they made the pistols useless with 1.5 ranges. So this project could turn out to be a game saver.
My personal view on weapons and ranges can be summarized as this (without going into weapon specifics):
Pistols: should be valid at room size;
Sawedoffs: same range as pistols, but pack way more dmg;
SMGs: short-mid range, same dmg as pistols per shot, good upclose, good midrange
Shotguns: mid-range, with sharp loss of accuracy on distance
ARs: mid-range, with better distance accuracy, slight penalty upclose
LMGs: same as ARs, but with full auto
Rifles: long-range, good distance accuracy, high penalty upclose
Sniper rifles: longest range, good distance accuracy, highest upclose penalty
I'll try to take as unit of measure actual fighting distance the AI prefers and physical objects (rooms, cars, etc).
Some particular weapons, such as Desert Eagle or FN-FAL must be given special attention. Heck, all weapons should have at least one specific plus. Either AP cost or range... something.
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Re: Suggestions for JA:F weapon mod[message #336879]
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Tue, 21 October 2014 01:20
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Sooner |
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Messages:35
Registered:January 2004 Location: Broken Arrow, OK |
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File has been updated. It will now refresh the JSON both when the "Start" button is clicked, as well as any time you change the drop down .SelectedIndex value.
Also I have replaced the single .zip file with a click once installer that will autoupdate. So remove whatever you have now and use the link in the original post to get the newest version available 1.0.0.8 in this case.
I have also added the ability for it to save the path that you put in so you don't have to keep pasting it in each time you launch the application, I think this will remain with new versions but if it doesn't let me know and I will look into it. It will also now check for the existence of game.exe in the specified path to make sure you have entered it correctly AND that I can read from it. If it can't find Game.exe then it will prompt and you can edit the path and try again instead of it just crashing.
Finally, I found what was causing it to write the M16 PNG value when you modified a weapon, for now, a NEW weapon will start with an M16 PNG file but anything modified will stick with the icon that was originally specified.
[Updated on: Tue, 21 October 2014 02:19] by Moderator Report message to a moderator
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Private 1st Class
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Re: Suggestions for JA:F weapon mod[message #336883]
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Tue, 21 October 2014 05:09
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Hanokh1967 |
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Messages:14
Registered:December 2007 Location: Outer Banks, NC USA |
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Great work on the editor so far!
Slightly off topic, but changing the appearance of the weapons is MUCH easier than in v1.13. Each .png is stored in this location:
C:\Program Files(x86)\Steam\SteamApps\common\Jagged Alliance Flashback\game_Data\StreamingAssets\Original\Assets\Icons\Weapons
Simply convert the image you want to use to .png and overwrite the existing file! Handguns are 512x512 and long guns are 512x256.
I have been using Paint Shop Pro 9, but so far have not been able to figure out how to create the checkerboard background for the new image that makes the background invisible in game. Anyone know how to add this background to a .jpeg?
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Private
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Re: Suggestions for JA:F weapon mod[message #336887]
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Tue, 21 October 2014 11:42
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Shanga |
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Messages:3482
Registered:January 2000 Location: Danubia |
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All external files are declared in FileResources.json (in Original/Assets). If they're not properly declared here, they don't appear in UI. So this handles the external look of the file.
["Icons/Weapons/Beretta.PNG"],
["Icons/Weapons/Beretta_small.PNG"],
All 3d weapon models are declared in Resources.json
["Weapons/Guns/AK47"],
["Weapons/Guns/AKM"],
These are declared by their asset ID name. If they're not declared here, the merc is shown with empty hands. So we can safely assume these are the 3d models. I was referring to creating new 3d models earlier. If you reuse the item ID the game fails with this error mesage (I replaced HK_USP with M16):
Cannot find itemKit with id: HK_USP
So we can CHANGE how weapons look, replace X with Y, but when it came to adding a new weapon, we need a way to hook in a new model, too.
[Updated on: Tue, 21 October 2014 11:44] by Moderator Report message to a moderator
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Re: Suggestions for JA:F weapon mod[message #336924]
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Tue, 21 October 2014 22:04
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Shanga |
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Messages:3482
Registered:January 2000 Location: Danubia |
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SoonerAnd placing a new model in the resources requires an asset bundle right? Which would the require a unity pro license to import.
I think so, yes.
In other news, please everyone test v1.0 of my Proper Weapons Mod and give feedback. Any crashes? Shopkeepers working? Read_me clear enough? Your cat died from it?
DOWNLOAD PROPER WEAPONS MOD HERE
Quote:
Shanga's Proper Weapons Mod v1.0
Disclaimer: This mod is very very pre-alpha. I am the only one who tested it. So consider yourself warned. Bad things can happen to your game. I am not responsible for them. The end.
PS: When FC will re-enable Modding for JAF we will re-issue this in a safer, mod-friendly, format.
There are two folders in this archive.
/Dialogs - include the shopkeeper inventories (fixed with proper weapon names)
/Items - include a modded Weapons.json.
After you unzipped the archive on your desktop, look for you Steam install. Should be something like:
[DRIVE_X]:\SteamLibrary\SteamApps\common\Jagged Alliance Flashback\game_Data\StreamingAssets\Original\Data
Here, in /Data you have to do the exact steps:
Go into /Dialogs and backup in a safe location (DO NOT RENAME, move them in another location) the following files:
ArmsDealer1.json
ArmsDealer2.json
ArmsDealer3.json
Go into /Items and backup in a safe location (DO NOT RENAME, move them in another location) the following files:
Weapons.json.
ARE YOU SURE YOU BACKED UP YOUR FILES? PRESS [YES] IF... joking...
Now take /Dialogs and /Items folders from the downloaded archive and put them in /Data, making sure you overwrite everything.
Go start a NEW game. Just use the "quick IMP" option. Does your IMP now use a Colt or a Bolt? If you see a Colt, you've done it, congrats.
If not, you fuxored something, read again the above and try to follow the correct steps.
[Updated on: Tue, 21 October 2014 22:56] by Moderator Report message to a moderator
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