Ammo Types -1 reply

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#1 10 years ago

Ok so I just started modding and my first gun is going to be a sniper version of the G36, increased range and damage and zoom capabillity. My question though is how do the different types of ammo effect the damage? Does it make a difference in the game or does it all come down to the rifle? And I'm also considering making an assault rifle that fires buckshot. I know its not realistic but will the rifle fire out multiple pellets in a small spray pattern?




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#2 10 years ago

Hello ZeroBoy, Im not sure, im not very good at modding, but i guess it should be a mix of both. Search for Jimbo's Weapon and Ammo Tutorial for info about weapons and their ammo.

And I'm also considering making an assault rifle that fires buckshot. I know its not realistic but will the rifle fire out multiple pellets in a small spray pattern?

Im not sure about this either, but i once made a semi-automatic shotgun with 50 rounds in it. It gave an affect like you want, but the reloading is the only problem. I don't really know, but if you make a rifle and make it use 12x70 round for example, see what you can do. Half the fun of modding is experimenting :D Hope this has helped :)




EggChen

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#3 10 years ago

Like Nzambi, I am no expert but this is what I have worked out so far. Think of the gun as a base and the ammo as multiplier. If the gun fires 500m and does 10 damage the following entries in the ammo ltx do the following.... k_dist = 1 - will travel 500m, 2 = 1000m.... k_disp = 3 - This seems to be accuracy, but in this case higher numbers are bad!! k_hit = 1 - hit power, so 1 = 10, 1.5 = 15, etc k_impulse = 1 - physics impact of the bullet k_pierce = 1 - piercing effect multiplier impair = 1 - not sure, but I think stopping power? buck_shot = 1 - how many bullets are fired with one shot. So 1 = normal bullets tracer = off - displays the "white lines" in a firefight. wm_size = 0.1 - size of the decal on the wall, not blood decals, bullet impact It helps to look at ammo descriptions then their entries in weapons.ltx. For example ammo of the same type, one mentions being more accurate, you will find a lower figure in k_disp than for the normal ammo of same calibre. Shotgun rounds are good examples, compare them and you will see slugs and darts are more accurate and travel further than buckshot. Hope this helps. =p




pAuthority

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29th April 2008

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#4 10 years ago
EggChen;4001991 k_disp = 3 - This seems to be accuracy, but in this case higher numbers are bad!!

Dispersion == how wide the bullets go. Lower dispersion means the bullets will be more accurate.




Atrocious

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25th March 2008

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#5 10 years ago

Now that you revived the old thread, I can add my two cents to it: "impair" is the damage that bullets do to the weapon imho. Could be tested easily by setting this very high and firing some shots with that ammo.




Aussie_sniper

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7th June 2008

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#6 10 years ago

Is bleeding tied to damage or not? and besides this, would I have to start a new game to add new ammunition in?




Atrocious

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#7 10 years ago
Aussie_sniper;4377422Is bleeding tied to damage or not? [/quote] Bleeding is set in m_stalker.ltx (iIrc) so not related to ammo settings. [quote=Aussie_sniper;4377422] and besides this, would I have to start a new game to add new ammunition in?

No, you wouldn't.