Home » MODDING HQ 1.13 » v1.13 Feature Requests » Bullet Modification (Why, but Why Not?)
Bullet Modification[message #346358] Sun, 24 July 2016 18:48 Go to next message
Panzer

 
Messages:71
Registered:February 2016
Location: Altis, Sometimes Tanoa
This is basically an idea off the top of my head, perhaps some way to modify bullets, currently the only real modification that comes to mind is adding Cyanide to Hollowpoints. If possible, could be done in the usual method of combining items. I feel that this could easily be a small feature, and an interesting one.
Now how will the Cyanide affect those shot? Well, I don't know too much about how effective this would be in a bullet, but I know that drinking it would be a slow horribly painful death as it travels down your esophagus.

Thoughts?



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Re: Bullet Modification[message #346359 is a reply to message #346358] Sun, 24 July 2016 19:10 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
You can already do that. Take a look at Neurotoxin Dart (item #1578) in stock. Whenever you are hot with this, it adds drug effect +18 from Drugs.xml to the target. In this case, a massive -35 HP per turn for 3 turns.
Effects like this can be added to any ammo, and you can create any kind of effect you want. The same way you can create guns that heal whoever they hit and change their personality etc..



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Re: Bullet Modification[message #346371 is a reply to message #346359] Tue, 26 July 2016 11:01 Go to previous messageGo to next message
Panzer

 
Messages:71
Registered:February 2016
Location: Altis, Sometimes Tanoa
Hmm, so essentially all that is missing is a few items, like Sodium Cyanide, and the combinations to create the new bullets, which also would be a new item. totally forgot about the Neurotoxin darts.



I have no Wife, Children, or real Job. This also means I have 24 hours a day and 7 days a week to think of a rebuttal. You have been warned.

"I got another problem: I am being overrun by Dinosaur Nazis on Hoverboards!" -Ravenhugger

"Before you judge a man, walk a mile in his shoes. After that who cares? He's a mile away - and you've got his shoes!" - Unknown Criminal
Re: Bullet Modification[message #347737 is a reply to message #346359] Wed, 14 December 2016 19:44 Go to previous messageGo to next message
edmortimer

 
Messages:779
Registered:January 2015
Location: Home Free
I am trying to create Sarin Spray for Annie (MoM)-

Quote:
1976: Chile's intelligence service, DINA, assigns biochemist Eugenio BerrĂ­os to develop sarin gas within its program Proyecto Andrea, to be used as a weapon against its opponents. One of DINA's goals was to package it in spray cans for easy use, which, according to testimony by former DINA agent Michael Townley, was one of the planned procedures in the 1976 assassination of Letelier. BerrĂ­os later testified that it was used in a number of assassinations.


By using Pepper Spray as a base and modifying it to resemble Neurotoxin -- i.e. using Neurotoxin's stats in AmmoTypes.XML in place of Pepper Spray's stats. I've created the necessary parts in items.XML, Weapons.XML, AmmoTypes.XML, AmmoStrings.XML, & Magazines.XML. However, in-game the Sarin Spray does not have the effect of Neurotoxin . . . what am I missing?




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Re: Bullet Modification[message #347738 is a reply to message #347737] Wed, 14 December 2016 20:48 Go to previous messageGo to next message
sevenfm

 
Messages:1210
Registered:December 2012
Location: South Urals
edmortimer wrote on Wed, 14 December 2016 22:44
By using Pepper Spray as a base and modifying it to resemble Neurotoxin -- i.e. using Neurotoxin's stats in AmmoTypes.XML in place of Pepper Spray's stats. I've created the necessary parts in items.XML, Weapons.XML, AmmoTypes.XML, AmmoStrings.XML, & Magazines.XML. However, in-game the Sarin Spray does not have the effect of Neurotoxin . . . what am I missing?

According to r7609 code, any ammo with <ammoflag>1</ammoflag> tag adds lifedamage drug to the target:
#define AMMO_NEUROTOXIN			0x00000001	//1			// this ammo adds the cyanide drug effect to its target, killing it in a few turns

// Flugente: ammo can now add the lifedamage drug effect. This will kill the target in a few turns.
// this is intended to work on darts, but it is possible on any ammo
if ( AmmoTypes[ubAmmoType].ammoflag & AMMO_NEUROTOXIN )
{			
	pTarget->usSoldierFlagMask |= SOLDIER_DRUGGED;

	// Add lifedamage effects
	pTarget->AddDrugValues( DRUG_TYPE_LIFEDAMAGE, Drug[DRUG_TYPE_LIFEDAMAGE].ubDrugEffect, Drug[DRUG_TYPE_LIFEDAMAGE].ubDrugTravelRate, Drug[DRUG_TYPE_LIFEDAMAGE].ubDrugSideEffect );
}

[Updated on: Wed, 14 December 2016 22:26]




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Re: Bullet Modification[message #347739 is a reply to message #347738] Wed, 14 December 2016 20:58 Go to previous messageGo to next message
edmortimer

 
Messages:779
Registered:January 2015
Location: Home Free
Quote:
According to the code, any ammo with <ammoflag>1</ammoflag> tag adds lifedamage drug to the target:


Yes, that's what I thought, but changing Pepper Spray from AmmoFlag 2 to 1 doesn't give it life damage effect. As well, replacing all of Pepper Sprays stats with Neurotoxin stats also doesn't work.

EDIT: What happens in-game is that the target runs away and hides for a turn or two, then comes out shooting.

[Updated on: Wed, 14 December 2016 21:01]





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Re: Bullet Modification[message #347740 is a reply to message #347739] Wed, 14 December 2016 22:22 Go to previous message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
For clarification, note that at some point, I overhauled the drug system (again). It's likely that in the older, r7609-release, the above method via ammoflag is needed.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


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