Fully Automatic Pistols -1 reply

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chester742

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9th June 2007

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#1 11 years ago

now that i can do basic weapon mods, how would i make a pistol shoot fully automatic?? i tried to just put "fire_modes = 3" in for a pistol and it now has a number (1) next to the ammo name, but its still semiauto and when i push the button to change fireing mode it stays at (1)




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#2 11 years ago

Ches....check your PM.... I just sent you a loonnnnggg one on how to do this!




ZanderArch

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11th November 2006

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#3 11 years ago

Isn't it just changing the class over to an assault rifle?




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#4 11 years ago

ZanderArch....yes that is the trick to it....but there are several other things that need to be tweaked. You have to set the rate of fire (RPM), the fire mode, and tweak the settings that control how the pistol handles. For instance recoil. On a full-auto burst of about 10 rounds (if you left the recoil factors unchanged) most of your shots will end up going over the target!! Then you need to edit your encyclopedia entries to reflect the changes of your "new" gun. That part isn't a requirement...it just adds the "finishing touch" to your pistol. Then, of course, you want to be able to GET your new pistol, so you have to make sure the trader(s) of your choice will buy / sell it or maybe you want it to appear in a treasure stash or be a reward for a job you did. Also, before doing any mod, think about the effect this could cause at some point in the game. Let's say you made a Super Viper out of the original mp5 (one that you could take out tanks with!!). Well, Marked One, there you are one happy morning chasing blind dogs around with your new toy....when you run around a corner into a group of 5 to 8 bandits.....and guess what weapon they have.....BAMM BAMM BAMM.....don't you just love seeing that "end of game" message pop up! Now, if you had done the same changes to a "unique weapon" like the silenced Viper...since this weapon only appears 2 or 3 times in the game...you won't have this issue pop up!! Fatrap




ZanderArch

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11th November 2006

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#5 11 years ago

Well, I was right. All you have to do is make it an assault rifle class to make it automatic, changing the recoil just makes it usable. :P




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#6 11 years ago

Yep...you were right! You should see what happens when you don't change those recoil effectors....I was aiming at a mutant on the ground and I think I shot a crow in the behind!




>Omen<

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1st January 2005

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#7 11 years ago

To me full auto pistols don't make sense unless you use a particular type that has a fair bit of weight, make the clip much longer, and don't overdo the rate of fire. Even Uzis and MAC 10s with their larger clips expend ammo way too quickly to be practical except in close quarters where there are lots of enemies, thus the moniker "Room Broom". A triple shot or burst mode might be more practical for a full auto pistol. That way you'd be firing just enough rounds to take out the enemy depending on the gun's power, distance fired, and aim.




ZanderArch

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#8 11 years ago

Well, Machine Pistols aren't really meant to be an active combat weapon. They are more for concealment and low number engagements where you only expect to engage, at most, five targets before getting to a 'safe' place. You probably won't see a US Soldier room clearing with a Glock 18 in his holster, but you probably will find a Mac 10 on that scruffy guy you saw duck into an alley way on the wrong side of the tracks.

But in video games, having something full auto in your secondary weapon slot is useful since you can pop that out if your rifle goes down, and are really only fighting one guy at a time, most likely.