Home » FULL CONTROL GAMES » #JAFDEV Modders Corner » Suggestions for JA:F weapon mod
Suggestions for JA:F weapon mod[message #336761] Fri, 17 October 2014 18:49 Go to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
{
  "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
      }
    ]
  }
}


Re: Suggestions for JA:F weapon mod[message #336762] Fri, 17 October 2014 18:50 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
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



Re: Suggestions for JA:F weapon mod[message #336763] Fri, 17 October 2014 19:02 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
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



Re: Suggestions for JA:F weapon mod[message #336765] Fri, 17 October 2014 19:46 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
JA2 Stats (comparative models, not exactly the same models, Commando is a SMG and AK-74 is a modernized AK)

AK-74
damage: 28
range: 35.0
deadliness: 30
shots4x: 17
single: 5 APs
burst: 9 APs
upg single: 4 APs
upg burst: 7 APs
ready: 2 APs
burst size: 3 rounds
burst penalty: 8
weight: 3.6kg
price: 1830
reliability: -1
repair ease: -2

Colt Commando
damage: 29
range: 20.0
deadliness: 23
shots4x: 15
single: 6 APs
burst: 10 APs
upg single: 5 APs
upg burst: 8 APs
ready: 2 APs
burst size: 4 rounds
burst penalty: 8
weight: 2.6kg
price: 1330
reliability: 0
repair ease: -1

[Updated on: Fri, 17 October 2014 19:47] by Moderator



Re: Suggestions for JA:F weapon mod[message #336768] Fri, 17 October 2014 20:23 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
http://i.imgur.com/N0pNY16.jpg

One of the nice pro's of JA:F is the any changes in weapon characteristics are detailed extremely well. As you can see below, now the M16 keeps accuracy over longer distance, but drops in damage due to low velocity and pen, while the AK-47 loses accuracy over distance but keeps its damage pretty consistent. Meaning random bullet deaths from an AK are to be feared.


Re: Suggestions for JA:F weapon mod[message #336797] Sat, 18 October 2014 22:10 Go to previous messageGo to next message
Sooner

 
Messages:35
Registered:January 2004
Location: Broken Arrow, OK
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.


http://www.finditcentral.net/Capture.PNG

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

Re: Suggestions for JA:F weapon mod[message #336808] Sun, 19 October 2014 02:07 Go to previous messageGo to next message
grim

 
Messages:303
Registered:July 2006
Location: France
Nice! This would be great help for modding (easier). Keep up the good work.
Re: Suggestions for JA:F weapon mod[message #336823] Sun, 19 October 2014 14:42 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
Sooner, could you upload somewhere else or fix the link, cause it loads a blank page.

The idea sounds pretty damn cool.

[Updated on: Sun, 19 October 2014 14:44] by Moderator



Re: Suggestions for JA:F weapon mod[message #336824] Sun, 19 October 2014 14:53 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
My observations from testing the above changes:

- The stats shown are pretty much what the ingame performance works like.
- The increased dmg of the AK makes headshots pretty brutal (which is fine, I don't think anyone would have a chance to survive a direct AK bullet to the head)
- I've also upped from x1.5 to x2.0 the dmg bonus for headshots
- energy conservation is very well represented in the weapon stats by muzzle velocity (so the AK still kicks like a mule, even when range increases and accuracy drops)
- this needs more info but I think "mobility" represents the penalty for close range shots
- the effective range in open areas seems to be 10 tiles, with various AI tactics changing that (scouts get closer, snipers stay farther):
a) under 5 tiles pistols and SMGs kick ass thanks to multiple shots
b) at 5-10 tiles pistols and SMGs lose dmg and ARs are the best choice
c) over 10 tiles pistols and SMGs have zero dmg, ARs lose dmg and accuracy and the best choice is a high power rifle.

This can be further tweaked for shotguns, sawed-offs, maybe a separation of SMGs and pistols (make the high caliber pistols a valid alternative to the SMG burst).

[Updated on: Sun, 19 October 2014 14:55] by Moderator



Re: Suggestions for JA:F weapon mod[message #336828] Sun, 19 October 2014 15:42 Go to previous messageGo to next message
grim

 
Messages:303
Registered:July 2006
Location: France
As far as i know, mobility and muzzle velocity are used in the calculation of weapon accuracy:

    If(Range>Effective_Range)
    then
     Base_Accuracy - (Range-Effective_Range)^2/Muzzle_Velocity

    else
     Base_Accuracy - (Range-Effective_Range)^2/Mobility
    end


And this weapon accuracy is used in CTH calculation:
Chance to hit =
(Marksmanship+Merc_Level)*(Weapon_Accuracy/100-Penalties+Bonuses)


Effective Range is where the weapon is most effective (= accurate).
Muzzle velocity defines how quickly the accuracy will decrease when shooting further than the effective range.(Only affects weapon accuracy when the target is further than effective range)
Base Accuracy is the accuracy of the weapon. (the max weapon accuracy your gun can achieve, and that's at effective range)
Mobility is how mobile your weapon is. Bigger guns usually have lower mobility that gives a penalty the closer the target is. (only affects weapon accuracy when closer than effective range. The more mobility, the less accuracy you will lose the closer you are with the target) - values above 10 are already very high IMO, for any meaningful close combat penalties, values of 1-5 may be interesting, depending on the weapon -

Source : JAF forum
This calculation may have changed since it was posted. Seing the graphs and stats, not that much i'd guess.

[Updated on: Sun, 19 October 2014 16:16] by Moderator

Re: Suggestions for JA:F weapon mod[message #336836] Mon, 20 October 2014 00:40 Go to previous messageGo to next message
Sooner

 
Messages:35
Registered:January 2004
Location: Broken Arrow, OK
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.
Re: Suggestions for JA:F weapon mod[message #336837] Mon, 20 October 2014 00:53 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
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
},



Re: Suggestions for JA:F weapon mod[message #336840] Mon, 20 October 2014 01:12 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
Link to full Weapons.json

https://dl.dropboxusercontent.com/u/61732137/JAF/Weapons.zip


Re: Suggestions for JA:F weapon mod[message #336844] Mon, 20 October 2014 01:31 Go to previous messageGo to next message
Sooner

 
Messages:35
Registered:January 2004
Location: Broken Arrow, OK
Editor updated to work with the new format, and to stick with the animation set of whatever you were last viewing.

For example, want to add a pistol, make sure you are viewing a pistol in the first place. I have no idea yet how these tie back into in game models, but that's something we need to understand as well. If those models to weapon ID's are hard coded in unity adding anything new is going to be a pain in the ass.
Re: Suggestions for JA:F weapon mod[message #336853] Mon, 20 October 2014 06:09 Go to previous messageGo to next message
Sooner

 
Messages:35
Registered:January 2004
Location: Broken Arrow, OK
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

Re: Suggestions for JA:F weapon mod[message #336857] Mon, 20 October 2014 11:02 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
Speaking of JSON editors, you know what would be just as helpful? Making an editor that can read dialogue and edit the bloody shopkeeper inventory. Here are the files for them:

Path is:

\Jagged Alliance Flashback\game_Data\StreamingAssets\Original\Data\Dialogs

ArmsDealer1.json
ArmsDealer2.json
ArmsDealer3.json
TioDoctor.json

https://dl.dropboxusercontent.com/u/61732137/JAF/Dialogs.zip

ChatMapper apparently can create these, but I haven't seen an option in it to edit existing JSON dialogues. This could be further extended to quests and so on.


Re: Suggestions for JA:F weapon mod[message #336858] Mon, 20 October 2014 11:15 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
Weapons Editor - it saves the modifications to the JSON file, but if you move to another weapon and come back to the one you edited it shows you the unedited stats in the memory. Either make a "Refresh JSON" button or keep the saved data in the memory somehow. Or reload the JSON after you press Modify button?

Add New Weapon misbehaves, it put M16 icon to a few of the other guns when I accidentally pressed it. I think for now you can safely remove this option, since we cannot yet add new weapon models.

[Updated on: Mon, 20 October 2014 14:29] by Moderator



Re: Suggestions for JA:F weapon mod[message #336861] Mon, 20 October 2014 15:10 Go to previous messageGo to next message
Sooner

 
Messages:35
Registered:January 2004
Location: Broken Arrow, OK
First one is cake, second one I am not sure what is going on. I can get an updated version out when I get to Omaha tonight.
Re: Suggestions for JA:F weapon mod[message #336862] Mon, 20 October 2014 15:23 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
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.


Re: Suggestions for JA:F weapon mod[message #336865] Mon, 20 October 2014 17:42 Go to previous messageGo to next message
grim

 
Messages:303
Registered:July 2006
Location: France
Trying to advance the discussion, i've made a little and dirty sheet with the weapon stats scaled from very low to very high, not knowing exactly what values to take from game yet :
Weapon stats

Edit : I've started another sheet to play with the weapon stats for Weapon Accuracy, very WIP but may help playing with the values. Weapon accuracy and CTH testing

[Updated on: Tue, 21 October 2014 13:47] by Moderator

Re: Suggestions for JA:F weapon mod[message #336868] Mon, 20 October 2014 20:50 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
The core problem is with the scale factor. It's simply too low 1.5 for pistols. As opposed to JA2, here some guns simply do not shoot when out of range, so you can't even take pot shots. So such a dramatic nerf is too much.

We can play with mobility (close range penalty) and muzzle velocity (damage falloff) to balance weapons so no class becomes overpowered.


Re: Suggestions for JA:F weapon mod[message #336879] Tue, 21 October 2014 01:20 Go to previous messageGo to next message
Sooner

 
Messages:35
Registered:January 2004
Location: Broken Arrow, OK
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

Re: Suggestions for JA:F weapon mod[message #336883] Tue, 21 October 2014 05:09 Go to previous messageGo to next message
Hanokh1967

 
Messages:12
Registered:December 2007
Location: Outer Banks, NC USA
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?
Re: Suggestions for JA:F weapon mod[message #336885] Tue, 21 October 2014 06:17 Go to previous messageGo to next message
Sooner

 
Messages:35
Registered:January 2004
Location: Broken Arrow, OK
The default texture is here: Jagged Alliance Flashback\game_Data\StreamingAssets\Original\Assets\Icons

I think Shanga said something about the files having to be edited in PNG, but I could be wrong.

From a modding standpoint it does seem very simple, my only outstanding question is how the weapons.json ties into the actual models in the game. I can't seem to find anyplace in the files where it indicates what asset is used.
Re: Suggestions for JA:F weapon mod[message #336887] Tue, 21 October 2014 11:42 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
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



Re: Suggestions for JA:F weapon mod[message #336891] Tue, 21 October 2014 14:36 Go to previous messageGo to next message
Sooner

 
Messages:35
Registered:January 2004
Location: Broken Arrow, OK
And placing a new model in the resources requires an asset bundle right? Which would the require a unity pro license to import.
Re: Suggestions for JA:F weapon mod[message #336924] Tue, 21 October 2014 22:04 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
Sooner
And 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?


http://i.imgur.com/8gzzpT4.jpg
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



Re: Suggestions for JA:F weapon mod[message #336948] Wed, 22 October 2014 00:59 Go to previous messageGo to next message
sardonic_wrath

 
Messages:48
Registered:June 2011
Sooner
And placing a new model in the resources requires an asset bundle right? Which would the require a unity pro license to import.

So much for modding support...
Re: Suggestions for JA:F weapon mod[message #336952] Wed, 22 October 2014 01:31 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
sardonic_wrath
Sooner
And placing a new model in the resources requires an asset bundle right? Which would the require a unity pro license to import.

So much for modding support...


Don't be so quick to jump to conclusions. Where there's a will, there's a way.

http://i.imgur.com/Iarh1Kw.jpg


Re: Suggestions for JA:F weapon mod[message #336961] Wed, 22 October 2014 02:53 Go to previous messageGo to next message
grim

 
Messages:303
Registered:July 2006
Location: France
I've done the first island with your "proper weapons mod V.1", and so far, no problem! Nice job woody!
Re: Suggestions for JA:F weapon mod[message #336963] Wed, 22 October 2014 03:59 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
Grim
I've done the first island with your "proper weapons mod V.1", and so far, no problem! Nice job woody!


Thanks, please test the shops, those were much complex. One shopkeer should be in Badilla (no3), one in Marino and one in Tio, if I remember well.

Anyway, if this works, guess it time to sit down and think through some weapon balancing and other tweaks. Not sure though I want to dig into that before AP/HE ammo and attachments come. And the damn MODDING button is enabled again.


Re: Suggestions for JA:F weapon mod[message #336974] Wed, 22 October 2014 11:42 Go to previous messageGo to next message
grim

 
Messages:303
Registered:July 2006
Location: France
I met the shopkeeper of Badilla, went through his store (all catagories) and saw no unconsistency. But i didn't buy anything yet.

Edit : The glock 17 has a burst mode ingame. Maybe should it be renamed Glock 18?

[Updated on: Wed, 22 October 2014 18:37] by Moderator

Re: Suggestions for JA:F weapon mod[message #337000] Wed, 22 October 2014 22:43 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3791
Registered:July 2009
If it's possible, find a replacement for the Benelli. It's about a decade early.


Re: Suggestions for JA:F weapon mod[message #337017] Thu, 23 October 2014 01:05 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
DepressivesBrot
If it's possible, find a replacement for the Benelli. It's about a decade early.


Suggestions?



Re: Suggestions for JA:F weapon mod[message #337025] Thu, 23 October 2014 03:22 Go to previous messageGo to next message
Sooner

 
Messages:35
Registered:January 2004
Location: Broken Arrow, OK
The Armsel Striker would be an option as it was released and saw pretty wide adoption in the early 80's. The HK CAWS would be another viable option in that time frame. Finally the Pancor Jackhammer came in the late 80's, so that might be an option as well.
Re: Suggestions for JA:F weapon mod[message #337033] Thu, 23 October 2014 12:38 Go to previous messageGo to next message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
Yea, those came up in my searches too. But none resemble the Benelli shotgun model. I'd hate to hack the inventory image and the merc to have a Striker which looks like a shotgun. The Striker had very distinct profile (and so did the other 2).

Until FC opens up the models list to external modding, we need to find alternatives that are visually similar.


Re: Suggestions for JA:F weapon mod[message #337035] Thu, 23 October 2014 13:00 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3791
Registered:July 2009
I'll check for more suitable alternatives when I'm home. Don't know which already exist atm.


Re: Suggestions for JA:F weapon mod[message #337038] Thu, 23 October 2014 15:16 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3791
Registered:July 2009
Ok, found one:
http://www.imfdb.org/images/1/1c/Franchi_LAW-12.jpg
Franchi LAW-12, simpler and lighter variant developed from the better known SPAS-12
8rd tube mag, 3.3kg, semi auto.


Re: Suggestions for JA:F weapon mod[message #337050] Thu, 23 October 2014 19:28 Go to previous messageGo to next message
sardonic_wrath

 
Messages:48
Registered:June 2011
Shanga

Don't be so quick to jump to conclusions. Where there's a will, there's a way.


Nothing quick about that conclusion, I said this a few months back when we talked about this Wink

From what I know, the solution for this would be a runtime importer for .obj or other mesh files. There are some free ones around, or with very cheap licenses. It doesn't even seem to be that complex - see http://wiki.unity3d.com/index.php?title=ObjImporter
In any case, I am fairly sure that requires code access, so FC would need to do this.
Re: Suggestions for JA:F weapon mod[message #337051] Thu, 23 October 2014 19:28 Go to previous messageGo to previous message
Shanga

 
Messages:3549
Registered:January 2000
Location: Danubia
That works, Depri.

Noted for next weapon mod.


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