Home » FULL CONTROL GAMES » #JAFDEV Modders Corner » Suggestions for JA:F weapon mod
Re: Suggestions for JA:F weapon mod[message #337649] Sun, 09 November 2014 16:12 Go to previous messageGo to next message
Chris K

 
Messages:13
Registered:March 2012
Location: Germany
Are you planning to update the mod for the new version? I guess the weapon's dealer should still be working, but the shotguns shouldn't.
I could try to do it as well, if you don't have the time.

Edit: I uploaded the modded weapons.json file here:
http://www.file-upload.net/download-9827225/weapons-names-mod-1.0.5-eng-ger.rar.html

I just modded the weapon names and descriptions.

Edit 2: updated link with a fixed version

Edit 3: updated again, including german version and correct pathnames, so that it can be extracted into the Jagged Alliance Flashback folder. I also translated the new descriptions for the Obrez and the Garand and included the vanilla files.

Edit 4: Needs another re-work
Edit 5: updated link. Now, the arms dealers should be working. I also fixed the wrong prices in the German localization.
You have to start a new game for the correct weapon names to show up on equipped weapons and weapons in the sector. They do show up in the squad inventory and description, but only until the weapon is equipped (except for the description I think).

[Updated on: Tue, 11 November 2014 17:26] by Moderator

Re: Suggestions for JA:F weapon mod[message #337652] Sun, 09 November 2014 17:17 Go to previous messageGo to next message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia
Actually I'd like to wait for the new shop interface and update everything at once. And include all the new tweaks, like better flashbangs, better melee, etc.

Plus there's a Soviet weapons pack coming so we need to wait for that too.


Re: Suggestions for JA:F weapon mod[message #338022] Sat, 29 November 2014 01:18 Go to previous messageGo to next message
Gunjack

 
Messages:20
Registered:March 2008
Location: Stuttgart, Germany
@Shanga

is there any way to change weapon properties depending on the loaded ammo type? if not, we will get in trouble when trying to introduce slugs for shotguns or match-grade or subsonic ammo for other guns
Re: Suggestions for JA:F weapon mod[message #338023] Sat, 29 November 2014 01:57 Go to previous messageGo to next message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia
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



Re: Suggestions for JA:F weapon mod[message #338024] Sat, 29 November 2014 03:22 Go to previous messageGo to next message
Gunjack

 
Messages:20
Registered:March 2008
Location: Stuttgart, Germany
Well, we would need the muzzle velocity on both, because it depends on the powder load and bullet weight (bullet-side) and the length and twist of the barrel.

some examples:
- the m16 has a muzzle velocity of 950 m/s with a barrel length of 508 mm
- the CAR-15 Carabine has a muzzle velocity of 930 m/s with a barrel length of 381 mm
- the XM177 has a muzzle velocity of 840 m/s with a barrel length of 290 mm
- the CAR-15 Submachine Gun has a muzzle velocity of 810 m/s with a barrel length of 254 mm
- subsonic .223/5,56 mm NATO rounds (not the custom loads which you can buy in the private sector) have a muzzle velocity between 280 m/s and 320 m/s, depending on the length of the barrel

The difference between a standard and a sawn-off shotgun or between the mossin and the mossin shorty (obrez) would be much higher.

So, the muzzle velocity should be in the gun data sheet, the ammo type should only have a modifying factor in it (f.e. match-grade x1.2, subsonic x0.3)
Re: Suggestions for JA:F weapon mod[message #338025] Sat, 29 November 2014 03:58 Go to previous messageGo to next message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia
So for velocity we need a VelocityModifier added to ammo. Makes sense.

Dmg and Dmg Fallout are gun or bullet related?

"MultipleShot" factor imho should be tied to ammo if we wants slugs.


Re: Suggestions for JA:F weapon mod[message #338046] Sun, 30 November 2014 04:20 Go to previous messageGo to next message
Gunjack

 
Messages:20
Registered:March 2008
Location: Stuttgart, Germany
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

Re: Suggestions for JA:F weapon mod[message #338049] Sun, 30 November 2014 11:33 Go to previous messageGo to next message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia
Makes sense to me. I'll poke Roman about it.


github11.png  Re: Suggestions for JA:F weapon mod[message #343254 is a reply to message #336797] Wed, 18 November 2015 12:56 Go to previous messageGo to next message
No-Nothing

 
Messages:42
Registered:March 2013
Hello!
@Sooner. Your JAFEditor is convenient but it breaks icons by me like this:
http://www.mediafire.com/view/9kfjzn55sxpx9le/JAFEditor.jpg
Is it my install or one common problem?
How soon could you fix this and do you want to work at this at all?
Or could someone share an earlier version please (without this issue). I`d like to edit my weapons as soon as possible!
exclamation8.png  Re: Suggestions for JA:F weapon mod[message #343265 is a reply to message #343254] Thu, 19 November 2015 12:04 Go to previous message
No-Nothing

 
Messages:42
Registered:March 2013
Well, I noticed another serious problem - editor erases "AttachementSlots". Thus unfortunately it is far from usable...

[Updated on: Thu, 19 November 2015 12:05]

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