Weapon Damage -1 reply

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Unknown03

Slightly cooler than a n00b

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3rd September 2008

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#1 9 years ago

If I were to guess, I would say that the files that needed to be edited for weapon damage is the weapons folders .ltx's.

Does anyone know what the lines hit_power mean compared to hit_impulse? I'm thinking that hit_power is the damage and hit_impulse is the visual effect but I would like to confirm.

Right now I'm working on all the real world properties of all the weapons but need a little bit of clarification.




sasha

Sexeh like teh gizmo

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3rd July 2008

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#2 9 years ago

hit impulse= higher # enemies will fly farther. so yeah u can send em to the moon.




Unknown03

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3rd September 2008

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#3 9 years ago

ah ok, how about "bullet_speed" ? is that measured in feet per second or foot lbs? *important*

same as "fire_distance" -- is it measured in feet, kilometers, or meters?




sasha

Sexeh like teh gizmo

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#4 9 years ago

meters for both.




Unknown03

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3rd September 2008

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#5 9 years ago

Thank you very much!




Unknown03

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3rd September 2008

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#6 9 years ago

Ok I have another question now.

I've got the damages close to my liking but am having problems with the NPC's death sequences. Basically, when I shoot someone in the chest with a sniper rifle theres a delay, and all of a sudden they do a back-flip.

My questions are: 1. Is there some sort of "testing environment" I can load up instead of a save-game?

2. What files should I be looking at to change how NPC's are affected by firearms? e.g. how can I get them to fall to the ground, bleeding, instead of an instant death 1 second AFTER I had shot them?




StarkeRealm

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12th July 2005

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#7 9 years ago

Hey, just checking, IS there an iron sights mod for the pistols yet?




Bad_Motha

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9th May 2008

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#8 9 years ago
Unknown03;4578233Ok I have another question now. I've got the damages close to my liking but am having problems with the NPC's death sequences. Basically, when I shoot someone in the chest with a sniper rifle theres a delay, and all of a sudden they do a back-flip. My questions are: 1. Is there some sort of "testing environment" I can load up instead of a save-game? 2. What files should I be looking at to change how NPC's are affected by firearms? e.g. how can I get them to fall to the ground, bleeding, instead of an instant death 1 second AFTER I had shot them?

About the testing area, this is why the mod community really needs a SDK for these games. It's such a long process to load up a saved game just for testing things out. We need a test area where we have external controls to play with, like being able to spawn an NPC to shoot at. The ability to try out every weapon and make changes without opening up a million and one text files. Well you get the idea. I hope GSC grows a pair and supports the modding community. We are saving their stinking game from extinction.




StarkeRealm

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12th July 2005

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#9 9 years ago

Honestly this is why I dropped working on the iron sights, I mean, I said I spent six hours tweaking it, but at least a third of that was loading up quicksaves.




Unknown03

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3rd September 2008

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#10 9 years ago

StarkeRealm;4578955Honestly this is why I dropped working on the iron sights, I mean, I said I spent six hours tweaking it, but at least a third of that was loading up quicksaves.[/quote] To answer your question, yes there is an ironsights mod -- I'll see if i can attach it

[quote=Bad_Motha;4578953]About the testing area, this is why the mod community really needs a SDK for these games. It's such a long process to load up a saved game just for testing things out. We need a test area where we have external controls to play with, like being able to spawn an NPC to shoot at. The ability to try out every weapon and make changes without opening up a million and one text files. Well you get the idea. I hope GSC grows a pair and supports the modding community. We are saving their stinking game from extinction.

Yeah, testing things out like the way they are right now is very tedious and demoralizing. I finally have the things to how I want them so far, but its not perfect yet




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