Home » FULL CONTROL GAMES » #JAFDEV Modders Corner » Suggestions for JA:F weapon mod
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| Re: Suggestions for JA:F weapon mod[message #338023]
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Sat, 29 November 2014 01:57 
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Shanga |
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Messages:3475
Registered:January 2000 Location: Danubia |
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Hmm, maybe yes. Let's see what attachments bring to the table.
So far bullet properties handle penetration and armor reduction, while the rest is under weapon properties, so yes, you won't be able to alter those just by modding in a new ammo type.
It's a valid point and worth a discussion and I am sure Roman would be interested to hear it. In fact, at least half of the weapon properties are bullet properties, such as velocity, penetration, etc. I am no gun export, so maybe someone with a bit more expertise could make a short list of things to put down under bullets (velocity) and stuff that should remain under weapon stats (mobility, for example).
I'll paste here all the present stats for a shotgun and HE/AP ammo
WEAPON
Quote:"Weight": 10,
"AP": 8,
"EffectiveRange": 3,
"MuzzleVelocity": 1.2,
"BaseAccuracy": 90.0,
"Mobility": 25.0,
"Damage": 6,
"DamageFalloff": 18,
"WeaponType": "Shotgun",
"CaliberName": "12gauge",
"ClipSize": 2,
"MultipleShot": 10,
"MultipleSpreadHorizontal" : 30,
"MultipleSpreadVertical" : 10,
"ExtraPushRange": 1.3,
HE/AP
Quote:"HollowPointArmorMultiplier": 1.0,
"ArmorPiercingArmorReduction": 30,
"AfterArmorDamageMultiplier": 0.8,
Re-arrange these, please.
[Updated on: Sat, 29 November 2014 02:05] by Moderator Report message to a moderator
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| Re: Suggestions for JA:F weapon mod[message #338046]
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Sun, 30 November 2014 04:20 
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Gunjack |
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Messages:20
Registered:March 2008 Location: Stuttgart, Germany |
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Depends on how you count Dmg.
The impact force is related to the bullet speed and the bullet weight. If they would have the same muzzle velocity the 7,62x39 would loose less speed over distance than the 5,56 because of nearly double the weight of the bullet.
But damage is not only force related, it also depends on the bullet type:
- hollow point, like all expansive bullet types, will tear holes in an unprotected bodypart, much bigger than the caliber itself
- AP does not so much damage when the steel core goes right through (on the higher calibers), but when it starts to tumble (on the smaller ones like 5,56 or 5,45 or 5,7(FN p90)) it will be very hard to find the bullet for extraction (could perhaps be simulated wich a double/tripple chance to get a bleeding and stronger bleeding vs. the higher damage on higher calibers)
and so on...
I think the best way would be:
Ammo:
- Dmg and anti-armor ratings
- Dmg Fallout, because it is more related to caliber, bullet weight and powder load
- VelocityModifier
Weapon:
- a slight DmgModifier (+/- 10% tops)
- Dmg Fallout Modifier (+/- 10% tops)
- Muzzle Velocity
[Updated on: Sun, 30 November 2014 04:23] 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 #343265 is a reply to message #343254]
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Thu, 19 November 2015 12:04
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No-Nothing |
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Messages:81
Registered:March 2013 |
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Well, I noticed another serious problem - editor erases "AttachementSlots". Thus unfortunately it is far from usable...
[Updated on: Thu, 19 November 2015 12:05] Report message to a moderator
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Corporal 1st Class
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