Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » AmmoTypes.XML Tags
Re: AmmoTypes.XML Tags[message #346562 is a reply to message #346470]
||Wed, 10 August 2016 00:42 |
||I've added descriptions to AmmoTypes.xml in GameDir r2336 in stock. You can just take that for r7609 and ignore tags that are not present there.
This xml defines the properties of different ammo types.
<uiIndex> ammotype number. Referred to with <ubAmmoType> in Magazines.xml
<fontColour> Colour used when displaying ammo count, taken from FONTS\\TINYFONT1.sti
<grayed> determines what picture to use for the ammo button (no, this doesn't make a lot of sense)
<structureImpactReductionMultiplier> / <structureImpactReductionDivisor>
modifies how much bullet damage is reduced when hitting a structure.
<armourImpactReductionMultiplier> / <armourImpactReductionDivisor>
modifies protection value of body armour we hit with the bullet
<beforeArmourDamageMultiplier> / <beforeArmourDamageDivisor>
modifies damage before armour is hit. Is only used if <highExplosive> is > 0
<afterArmourDamageMultiplier> / <afterArmourDamageDivisor>
modifies damage after armour is hit. Not used against armed vehicles.
<zeroMinimumDamage> 0/1 setting. If set to 1, bullet damage can be 0.
<canGoThrough> 0/1 setting. If set to 1, person hit is not a vehicle and gun isn't a rocket launcher or cannon, the bullet has a chance to continue flying
<standardIssue> 0/1 setting. If set to 1, magazines of this ammo are considered when determining ammo for the AI inventory.
<numberOfBullets> number of projectiles fired per shot. If > 1, this is considered buckshot
<multipleBulletDamageMultiplier> / <multipleBulletDamageDivisor>
modifies damage immediately when fired if > 1 projectile is fired per bullet
<highExplosive> number of explosive item used when exploding
<explosionSize> explosion size: 0=none, 1=small, 2=medium, 3=large
<dart> 0/1 setting. If set to 1, damage dealt > 0, target is not an armed vehicle and is hit very accurate, target might be put to sleep.
<knife> 0/1 setting. If set to 1, target is seen by shooter, bullet is not a fragment, and this is a stealth attack, chance to instakill the target
<monsterSpit> bullet gets increased damage according to creature gas items, can blind targets, damage head gear and spawn creature gas
<acidic> 0/1 setting. If set to 1, armour is destroyed 4 times as fast
<ignoreArmour> 0/1 setting. If set to 1, torso and leg armour is ignored
<lockBustingPower> extra damage done to locks
<tracerEffect> 0/1 setting. If set to 1, bullets can be tracers. Flash suppressors don't work, not selected on AI single shot guns.
<spreadPattern /> spread pattern used from SpreadPatterns.xml
<temperatureModificator> additive modifier for temperature generation. 1.0 means +100%
<dirtModificator> additive modifier for dirt generation. 1.0 means +100%
<ammoflag> flagmask for various ammo properties:
AMMO_CRYO 1 this ammo shock-freezes target (scifi)
AMMO_BLIND 2 this ammo will blind if it hits the head
AMMO_ANTIMATERIEL 4 this ammo is anti-materiel, bullets can destroy structures
<dDamageModifierLife> multiplier for damage to health
<dDamageModifierBreath> multiplier for damage to breath
<dDamageModifierTank> additional multiplier for damage to health if target is a tank
<dDamageModifierArmouredVehicle> additional multiplier for damage to health if target is not a tank but armed vehicle or robot
<dDamageModifierCivilianVehicle> additional multiplier for damage to health if target is unarmed vehicle
<dDamageModifierZombie> additional multiplier for damage to health if target is zombie
Note that quite a few of these tags are odd or pretty stupid to begin with. It would be much more reasonable to simply set RGB values for the colour directly without needing to refer to a some obscure font sti. And don't get me started on the silliness of using a multiplier and a divisor instead of using a simple float. I don't even what to know how that came to happen.
Like so many xmls, this could really use a clean up of tags, but as that requires all modders to update their stuff as well, nobody wants to.
[Updated on: Wed, 10 August 2016 00:43]
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