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ALTAR games official forum > UFO: Aftershock > UFO:AS Modding
TrashMan
It would be a good idea to sticky a thread with more complete set of tutorials for modding UFO: Aftershock.
A single place where a new UFO modder can find out HOW to do things instead of searching through the whole forums and not finding half of the stuff he wants to know.

SECTIONS:


VFS tool

Allready explained nicely in ShadoWarrior's Guide to Modding Aftershock for Beginners
Take the time to read it as it includes details on what programs to use and which files you need to look at for modding.

Adding a weapon

Simple, what files have to be edited, what lines does what. Step by step instructions on how to add a new weapon/armor/device. Just follow the link below to the new textured model tutorial. It's even far simpler than that one. Just look for steps in which Automag V appears and those are the only ones you have to do - so that would be:
- copying and pasting another weapon from equipment.txt and editing it, paying attention to the ID number and increassing hte top array number
- adding that itme into research_item.txt and again, checking the array number.
- adding a new description and again, checking the array number.


Making a new texture
How to make a "new" model by chaning textures and adding it to the game. Tutorial here on both armor and weapons: WEAPON AND ARMOR TUTORIAL


Editing mine income, experience

First, you'll have to extract gamedata.vfs using vfs tool. Extract it to a directory called Gamedata.

Now copy Gamedata/Data/Share/Config/constant.txt to a new folder you created. Keep the directory structure the same (example - MyMod/Share/Configs/constant.txt )

Open the file in a text editor.

you will see a list of setting for different difficulties - Total resources, Enemy Damage, Friendly Damage, Mining, Basic Resourcce Yield, Research, Production, Experience and Visibility.

Aside from the Basic Resource Yield and Total Resources all FLT values are modifiers.
Let's take a look at some of the entires:

SubConstant RECORD <----- Begining of Veteran Mining Setting
id INT 12 <----- Identifier. Do not touch
name STR "Veteran Mining" <----- setting name
value FLT 1.5 <----- setting modifier (value to edit)
END_OF_SubConstant <------ end of Veteran Mining Setting

SubConstant RECORD
id INT 13
name STR "Superhero Mining"
value FLT 1.0
END_OF_SubConstant


As you notice, each difficulty setting has it's own modifier. Modifiers work in conjuction with the basic value. In this file we have the basic value for the Resource Yield.


SubConstant RECORD
id INT 14
name STR "Basic resource yield"
value FLT 30 <---------- how much each mines gives (average)
END_OF_SubConstant


I've put the value 30 for the mines (standard is 22), so each mine will roughly give 30 units of resource a hour (give or take a few units, this is randomized).
RESOURCE UNITS PER HOUR = BASIC RESOURCE YIELD * DIFFICULTY MODIFIER

On a veteran setting a mine with 30 units would give you 30*1.5 = 45 units of resource per hour. On superhero it will give you 30.

In this file you can also edit experience, enemy/friendly damage and similar settings. They contain only modifiers.
With this you can change how fast your troops gather experience, how fast you reseach things and so on.

SubConstant RECORD
id INT 16
name STR "Soldier Research"
value FLT 0.9 <--------------- bigger is better
END_OF_SubConstant

Again a simple modifier calculation.
A value of 0.5 means it will take you twice as long to research things on soldier setting as compared to what a normal research speed is (which doesn't have a basic value, but rather depends on the research power of your buildings/labs)

for Experience, Research, Production and Enemy Damage bigger = better.
for Friendly damage and visibility smaller = better.





Other stuff



------------------------------------------------------------------------------------
In adition, since most mods edit the equipment.txt file, and two mods editing it will conflict, it would also be a good idea to make a Ultimate Equipment Mod in a SVN like fashion.
In other words, to have a place where everyone can upload and download his work, and where the latest version of hte mod can be found with the latest addition.
Basicly you have a webspace that everyone can acess where everyone puth his own files in separate folders and then someone (ShadowWarrior, Me or someone else) every week or so compiles a new UltimateEquipmentMod.vfs with all the additions.
TrashMan
------------------------------------
Weapon entry breakdown:
-----------------------------------



SubEquipment RECORD
id INT 341 <---------- Indentifier
name STR "Automag V" <---------- Weapon name
equipslot STR "Hand" <-------- hand-held item
sortcode STR "Firearm" <--------it's a firearm
hit_points INT 400 <----------- ?
building STR "Basic human factory" <------------ bulding that can produce this item
time FLT 1 <------------------ time to equip
weight FLT 1800 <------------------ weight in kg
origin STR "conventional" <--------------- weapon category
shape INT 4 ;"2x2" <---------------- inventory shape
twoHanded BOOL FALSE <------------------ items is two handed = false
mfg_tech STR "Basic human weapons" <------------------ tech needed to manufacture it
use_tech STR "Initial knowledge" <------------------ do you stat with the knowledge?
ready BOOL FALSE
empssensitive BOOL FALSE <--------------- is it sensitive to EMP blasts?
cost_hum INT 10 <------ low tech resource cost to manufacture
cost_cyb INT 8 <------ high-tech resource cost
cost_psi INT 0 <------ alien tech resource cost
start_quant INT 0 <-------- you start with how many?
anim_type STR "one-handed" <----------------uses one-handed animation (other posiblities are bazooka, shotgun, doublehanded (holding it with two hands unless double wielding), two-one-handed, noweapon )
righthandhelper STR "parent_one-handed" <------------- reference into model file (armor one) which defines how weapon will be held. Used for right hand OR for two-handed weapons.
lefthandhelper STR "parent_leftgun" <------------- parent for left-hand use or dual wielding
model STR "tactical/models/weapons/humans/eagle.txt" <------------ model file
iface_model STR "tactical/models/weapons/humans/eagle.txt" <-------------- interface image
camera STR "tactical/configs/cameras/camera_pistol.txt" <--------- camera setting when you compose
lights STR "tactical/configs/lights/na-itemlights.txt.txt" <------------ lighting setting
skeleton STR "tactical/anims/no_skel.txt" <-------------- has no skeletal animation (it's not an armor)
gloss_model STR "share/models/interface/opt/ufopedia/equip/controleagle.txt" <---- glossary image
_use_ability_name STR "No training" <-------------- required training
;prerequisites
PTR 0
;armour
PTR 0
;firearm
PTR 1 <---------------- it's a firearm
Firearm Firearm RECORD <--------------begining of firearm record
caliber INT 17 ;".50AE" <---------------- what ammo it uses (for calculating penetration factors)
capacity INT 7 <----------------- bullets per clip
reload_time INT 1.8 <----------------- clip reload time
reload_sound STR "share/sound/wavs/equip/reload/handgun.wav" <------ reload sound
consumption FLT 1 <--------------------------------- quantity of ammo used per shot. See also 'rounds' in mode influencer.
END_OF_Firearm <-------------end of record
;selfammo
PTR 0
;receptacle
PTR 1 <------ it can be modified
Receptacle
Recepts RECORD <-------------- begining of recept redord
inventorypanel STR "Weapon" <------------- (see strategic\configs\interface\teammanagementwnd_opt.txt), has 2 upgrade slots of the following types (see strategic\configs\stratgame\equipment\shape.txt).
ListOfReceptPoint ARRAY 2 <------------- list of possible add-ons contains 2 itmes
INT 0 ;"Classic scope" <----------- it can accept a classic scope (INT 0, as defined in another file)
INT 23 ;"Small underbarrel" <----------- it can accept a small underbarrel attachement
END_OF_ListOfReceptPoint
END_OF_Recepts <------------------ end of recept record
;addon
PTR 0
;autonom
PTR 0
;ammo
PTR 0
;upgrade
PTR 0
;thrown
PTR 0
;ranged
PTR 1 <------------------- if PTR = 1 then the weapon is ranged
Ranged Ranged RECORD
range FLT 35 <------range
accuracy FLT 12 <-----accuracy (35*1.2 = 40 - 50% accracy at 40 meters)
time FLT 0.4 <------ Either time between consecutive shots in burst/full-auto mode, or how much time one shot takes.
recoil FLT 5 <------- recoil strength
type STR "Gun" <---------- 'type' determines missile behaviour and possible 'area's.
Gun means noAOE (area-of-effect), missile is not affected by gravity.

detection STR "Visibility"
propelled BOOL F
power FLT 0
longshot FLT 1.2 <------------ time needed for a longshot
snapshot FLT 0.5 <------------ time needed for a snapshot
flight_particle STR "tactical/particles/energy groups/projectile.pgrp" <----- bullet particle
trail_particle STR "tactical/particles/na-use.pgrp" <------------ bullet trail
END_OF_Ranged
;rangeimprover
PTR 0
;mode
PTR 1
Mode
Modes RECORD
ListOfMode ARRAY 1 <----------- array contains 1 element - only single shot mode
SubMode RECORD
index INT 1 ;"single" <----------------- this block is used for single shot
isammo STR "Req"
;melee
PTR 0
;vehicle
PTR 0
;guided
PTR 0
;influencer
PTR 1
Influencer Influencer RECORD
auto BOOL F
area STR "Target"
damage STR "Ammo"
effect INT 1 <------------- way damage effect works
time FLT 0
strength FLT 500 <----------- For 'effect int 1' 'strength' is damage per shot mulitiplied by 'strength' of used ammo. Also, for 'effect int 1' 'damage' qualifies damage type.
radius FLT 0
pellets INT 1
skill STR "<blank>"
detection STR "<blank>"
rounds INT 1
noise FLT 1
light FLT 1
infra FLT 1
stance STR "All" <------------- can be fired from all stances
animation STR "Fire"
class STR "Close" <-------------- uses Close combat skill
isdamage STR "Yes"
use_particle STR "tactical/particles/gun groups/human/handgun_group.pgrp"
aim_particle STR "tactical/particles/na-use.pgrp"
impact_particle STR "tactical/particles/na-use.pgrp"
use_sound STR "share/sound/wavs/equip/use/eagle01.wav" <------ shot sound
sound_volume INT 90 <----------------------- how loud the weapon is
volume_dev INT 10
END_OF_Influencer
END_OF_SubMode
END_OF_ListOfMode <------------------ has no burst mode, end list here
END_OF_Modes
END_OF_SubEquipment


----------------------------------------
Now let's see a burst capable rifle, the XM8
----------------------------------------


SubEquipment RECORD
id INT 8
name STR "XM8" <--------------- weapon name
equipslot STR "Hand"
sortcode STR "Firearm"
hit_points INT 550
building STR "Basic human factory"
time FLT 1.6
weight FLT 2700
origin STR "conventional"
shape INT 7 ;"5x2"
twoHanded BOOL TRUE
mfg_tech STR "Assault rifles blueprints"
use_tech STR "Initial knowledge"
ready BOOL FALSE
empssensitive BOOL FALSE
cost_hum INT 11
cost_cyb INT 5
cost_psi INT 0
start_quant INT 0
anim_type STR "double-handed" <----------------- this one needs both hands
righthandhelper STR "parent_double-handed"
lefthandhelper STR "parent_leftgun"
model STR "tactical/models/weapons/humans/xm8.txt"
iface_model STR "tactical/models/weapons/humans/xm8.txt"
camera STR "tactical/configs/cameras/camera_rifle.txt"
lights STR "tactical/configs/lights/na-itemlights.txt.txt"
skeleton STR "tactical/anims/no_skel.txt"
gloss_model STR "share/models/interface/opt/ufopedia/equip/controlxm8.txt"
_use_ability_name STR "No training" <----------- requires no specific training
;prerequisities
PTR 0
;armour
PTR 0
;firearm
PTR 1
Firearm Firearm RECORD
caliber INT 0 ;"5.56x45 mm" <----------------- uses this ammo type
capacity INT 30
reload_time INT 2 <------------- takes 2 seconds to reload
reload_sound STR "share/sound/wavs/equip/reload/assault.wav"
consumption FLT 1
END_OF_Firearm
;selfammo
PTR 0
;receptacle
PTR 1
Receptacle
Recepts RECORD
inventorypanel STR "Weapon"
ListOfReceptPoint ARRAY 3 <--------------- can suport 3 attachemnts
INT 0 ;"Classic scope"
INT 1 ;"Classic muzzle"
INT 2 ;"Classic underbarrel"
END_OF_ListOfReceptPoint
END_OF_Recepts
;addon
PTR 0
;autonom
PTR 0
;ammo
PTR 0
;upgrade
PTR 0
;thrown
PTR 0
;ranged
PTR 1
Ranged Ranged RECORD
range FLT 40 <----------------range
accuracy FLT 27 <----- accuracy (40*2,7 = 94m for 50% accuracy)
time FLT 0.08
recoil FLT 5
type STR "Gun"
detection STR "Visibility"
propelled BOOL F
power FLT 0
longshot FLT 1.5
snapshot FLT 0.4
flight_particle STR "tactical/particles/energy groups/projectile.pgrp"
trail_particle STR "tactical/particles/na-use.pgrp"
END_OF_Ranged
;rangeimprover
PTR 0
;mode
PTR 1 <-------------- has modes of fire
Mode
Modes RECORD
ListOfMode ARRAY 2 <-------------- Array 2 (has two modes)
SubMode RECORD <---------- start of mode 1 record
index INT 1 ;"single" <------------single shot mode
isammo STR "Req"
;melee
PTR 0
;vehicle
PTR 0
;guided
PTR 0
;influencer
PTR 1
Influencer Influencer RECORD
auto BOOL F
area STR "Target"
damage STR "Ammo"
effect INT 1
time FLT 0
strength FLT 280
radius FLT 0
pellets INT 1
skill STR "<blank>"
detection STR "<blank>"
rounds INT 1
noise FLT 1
light FLT 1
infra FLT 1
stance STR "All"
animation STR "Fire"
class STR "Rifles"
isdamage STR "Yes"
use_particle STR "tactical/particles/gun groups/human/assault rifle_group.pgrp"
aim_particle STR "tactical/particles/na-use.pgrp"
impact_particle STR "tactical/particles/na-use.pgrp"
use_sound STR "share/sound/wavs/equip/use/xm801.wav"
sound_volume INT 90
volume_dev INT 10
END_OF_Influencer
END_OF_SubMode <---------------end of mode 1 record
SubMode RECORD <------------------start of second redord
index INT 2 ;"burst" <-------------------this is for burst mode
isammo STR "Req"
;melee
PTR 0
;vehicle
PTR 0
;guided
PTR 0
;influencer
PTR 1
Influencer Influencer RECORD
auto BOOL F
area STR "Target" <--------- requires target
damage STR "Ammo" <--------- uses ammo
effect INT 1
time FLT 0
strength FLT 280 <------------------ damage done
radius FLT 0
pellets INT 1
skill STR "<blank>"
detection STR "<blank>"
rounds INT 3 <------------- number of rounds in burst
noise FLT 1
light FLT 1
infra FLT 1
stance STR "All" <------------- can be fired from all stances
animation STR "Fire"
class STR "Rifles" <-------------- rifle class
isdamage STR "Yes"
use_particle STR "tactical/particles/gun groups/human/assault rifle_group.pgrp"
aim_particle STR "tactical/particles/na-use.pgrp"
impact_particle STR "tactical/particles/na-use.pgrp"
use_sound STR "share/sound/wavs/equip/use/xm802.wav"
sound_volume INT 90
volume_dev INT 10
END_OF_Influencer
END_OF_SubMode
END_OF_ListOfMode
END_OF_Modes
END_OF_SubEquipment
TrashMan
Those of you who are knowledgable in this stuff, plase, take 10 minutes of your time to write tutorials or at least check what I wrote.

Now I no newb to modding - I've been modding for the last 5 years ( RPG's, space sims, FPS's strategy games, etc...), but for me to figure things out will take time.

I've been looking for tutorials on modding UFO but with little sucess so far and if I'm having trouble, how much trouble will people with no modding experience have?
Slaughter
Good stuff TrashMan! Might be a good idea to post a topic on this at StrategyCore as well, to enlist the help of potential modders coming to visit there (though they are few these days).
TrashMan
I still don't know how to half the stuff ,so I'm making this as much for myself as anyone else...
So please people make proper tutorials.. all I want to do for now is add a few weapons and armor and I'm still not sure what files need to be changed.

Anyway, let's continue:


-------------------------------
ARMOR ENTRY BREAKDOWN
-----------------------------



SubEquipment RECORD
id INT 86
name STR "Medium armour" <---------------- name
equipslot STR "Armour" <----------------- uses armor slot
sortcode STR "HumanDress" <---------------- it's a human armor
hit_points INT 70
building STR "Basic human factory"
time FLT 2.33 <--------------- time to manufacture (2 days 8 hours)
weight FLT 6100 <--------------- weight in kg
origin STR "developed" <-------------- a bit more advanced item
shape INT 9 ;"Body" <-------------- body shape inventory size
twoHanded BOOL FALSE
mfg_tech STR "Medium armour blueprints" <----------- requires this tech
use_tech STR "Initial knowledge"
ready BOOL FALSE
empssensitive BOOL FALSE
cost_hum INT 16 <---------------- manufacture cost
cost_cyb INT 4
cost_psi INT 2
start_quant INT 0
anim_type STR ""
righthandhelper STR ""
lefthandhelper STR ""
model STR "tactical/models/units/humans/human_medium_male.txt" <---------- body model used
iface_model STR "tactical/models/armors/humans/m_armour.txt"
camera STR "tactical/configs/cameras/camera_bodyparts.txt"
lights STR "tactical/configs/lights/na-itemlights.txt.txt"
skeleton STR "tactical/anims/no_skel.txt"
gloss_model STR "share/models/interface/opt/ufopedia/equip/controlm_armour.txt"
_use_ability_name STR "No training"
;prerequisities
PTR 0
;armour
PTR 1 <----------------- it's an armor
Armour
Armours RECORD <------------start of armor record
backpack BOOL T <-------- can be carried in backpack???
sound_material STR "MediumArmour" <---------------- armor sound
ListOfProtection ARRAY 13 <-------------- array of 13 protection settings
;"Soft"
FLT 0.4 <---------- soft ammunition resistance modifier (damage * miodifier)
;"Hard"
FLT 0.65 <----------- AP ammo resistance modifier
;"Laser"
FLT 0.6 <----------- laser, etc...
;"Plasma"
FLT 0.7
;"Warp"
FLT 0.85
;"Sonic"
FLT 0.6
;"Blade"
FLT 0.45
;"Burn"
FLT 0.5
;"Explosive"
FLT 0.6
;"EMP"
FLT 1
;"Psi"
FLT 0.9
;"Friend"
FLT 1
;"Medic"
FLT 0.9
END_OF_ListOfProtection
END_OF_Armours
;firearm
PTR 0
;selfammo
PTR 0
;receptacle
PTR 1 <---------- stuff can be attached to it
Receptacle
Recepts RECORD
inventorypanel STR "OtherCompose"
ListOfReceptPoint ARRAY 1 <----- just one attachment slot
INT 15 ;"Armour slot" <---- accepts armor attachemnts
END_OF_ListOfReceptPoint
END_OF_Recepts
;addon
PTR 0
;autonom
PTR 0
;ammo
PTR 0
;upgrade
PTR 0
;thrown
PTR 0
;ranged
PTR 0
;rangeimprover
PTR 0
;mode
PTR 1
Mode
Modes RECORD
ListOfMode ARRAY 1 <-------------- modes list
SubMode RECORD
index INT 0 ;"None" <--------- has no mode
isammo STR "No" <----------- it's no ammo
;melee
PTR 0
;vehicle
PTR 0
;guided
PTR 0
;influencer
PTR 0 <------- you can add armor bonuses/penalties in this section (like +1 to STR)
END_OF_SubMode
END_OF_ListOfMode
END_OF_Modes
END_OF_SubEquipment


--------------------------------------------
Example of Influencer
-------------------------------------------

PTR 1
Influencer Influencer RECORD
auto BOOL F
area STR "Owner" <---------- affects the owner
damage STR "Friend" <---------- friendly "damage" used for skills
effect INT 12 <--------------- effect number 12 (skill increase)
time FLT 0 <--------------- duration of efect ( 0 = constant effect)
strength FLT 2 <---------- modifier (in this case +2)
radius FLT 0 <--------------- radius of effect (in meters)
pellets INT 0
skill STR "Agility" <----------- will modify agility
detection STR "<blank>"
rounds INT 0
noise FLT 0
light FLT 0
infra FLT 0
stance STR "All"
animation STR "None"
class STR "Undefined"
isdamage STR "Yes"
use_particle STR "tactical/particles/na-use.pgrp" <------ no particles
aim_particle STR "tactical/particles/na-use.pgrp"
impact_particle STR "tactical/particles/na-use.pgrp"
use_sound STR "share/sound/wavs/equip/use/empty.wav" <-------- no sound
sound_volume INT 0
volume_dev INT 0
END_OF_Influencer
rman
QUOTE (TrashMan @ Sep 26 2006, 03:36 PM) *
I still don't know how to half the stuff ,so I'm making this as much for myself as anyone else...
So please people make proper tutorials.. all I want to do for now is add a few weapons and armor and I'm still not sure what files need to be changed.
...skipped


First of all - wow. I've always been too lazy to do something like this. I'd like to make a several remarks, which can be correct (or can be wrong).

QUOTE (TrashMan @ Sep 26 2006, 03:36 PM) *
anim_type STR "one-handed" <----------------uses one-handed animation
righthandhelper STR "parent_one-handed" <------------- parent for right hand-use (when dual-wielding)
lefthandhelper STR "parent_leftgun" <------------- parent for left-hand use

'anim_type' valid values are bazooka, shotgun, double-handed, two-one-handed, one-handed, noweapon
'righthandhelper' is a reference into model file (armor one) which defines how weapon will be held. Used for right hand OR for two-handed weapons.
'lefthandhelper' is for left hand OR dual-wielding.

QUOTE (TrashMan @ Sep 26 2006, 03:36 PM) *
SubEquipment RECORD
time FLT 2.33 <----------------- ??????
model STR "tactical/models/units/humans/human_medium_male.txt" <---------- model used
iface_model STR "tactical/models/armors/humans/m_armour.txt"

'time' is amount of time measured in days that takes to produce item with single factory.
'model' is a name of model file that is used in-game, for armors it is only used (AFAIK) on equipment upgrade screen. See armour_sr.txt for model names that actually used to display on units.
'iface_model' is a name of the model for that little picture in inventory.

QUOTE (TrashMan @ Sep 26 2006, 03:36 PM) *
--------------------------------------------
Example of Influencer
-------------------------------------------

damage STR "Friend" <---------- friendly "damage"
effect INT 12
time FLT 0
strength FLT 2 <---------- modifier
radius FLT 0
pellets INT 0
skill STR "Agility" <----------- will modify agility

'Friend' type of damage is used for 'skill' (see below) boosts. Actual effect depends on 'effect' value.
'time' is amount of time for which effect is active. 'time flt 0' for 'mode' 0 ('index int 0') means constant effect.
The game recognizes only certain values for 'skill' (applied only for 'effect int 12' as I undestand it), which are
Jump, Psi Power, Willpower, Intelligence, Observation, Sniper, Agility, Throwing, Rifles, Close Range, Strength,
Dexterity, Capacity, Long Range, Hit Points

Important thing is - not recognized values are ignored. Another important thing - Mechanical, Launchers, Dodge are certainly ignored.

edit: corrected
TrashMan
Corrections were made to my posts. Thanks for the info biggrin.gif

Well, I still havn't been able to get a weapon working in-game. I added two weapon in the equipment.txt, made them available on the start, added them to the research and put the files into shadows weaponrebalancemod.vfs.
Started a new game but no luck..the weapons still don't show up sad.gif

In the meantime I'm making a new skins for some of the armors...black, high-tech skins with greensih, bluish or redish glowing parts smile.gif
I hope a tutorial on how to actually get those skins in appears before I finish them.
Avenger
It's a good idea to have a thread that groups together all the useful bits of info people have discovered in one place. Having it stickied will hopefully make people look here first before asking the same questions again and again - part of the reason some of the other guides were made smile.gif

As for adding new weapons, I think there is a number that needs to be changed to reflect the new number of items (an array or checksum?). This is why any changes you make to existing weapons, such as increased damage will take effect immdiately, but any new weapons or items you add to the various files will not be seen by the game.

A good place to look for tips is ShadoWarrior's Weapon Rebalance mod
Although the length, at well over 100 pages, is daunting there are a lot of useful points about how to edit stats, introduce new items and weapons. It would be good to identify a some of the particularly helpful posts where they answer a commonly asked question or problem.

EDIT - A quick look throught the first few pages of the WR mod brought up this
Posted by csebal it explains what you need to change to get new weapons to show up in game after you have put them in the equipment file.
It proves my memory wasn't too rusty after all!
TrashMan
I'm just making my first attempt and imputing new armors in the game. Will tell you how it went....
Thunder_GR
I may be a few years late, but since I got here, perhaps someone else will, also. So I want to point out a mistake, that I am sure it would be well known by now by this games modders, but I had to discover it through testing, since most links to weapon modding are outdated by now. So this entry
QUOTE (TrashMan @ Sep 25 2006, 06:22 PM) *
Ranged Ranged RECORD
range FLT 35 <------range
accuracy FLT 12 <-----accuracy (35*1.2 = 40 - 50% accracy at 40 meters)
time FLT 0.4 <------ Either time between consecutive shots in burst/full-auto mode, or how much time one shot takes.
recoil FLT 5 <------- recoil strength
type STR "Gun" <---------- 'type' determines missile behaviour and possible 'area's.
Gun means noAOE (area-of-effect), missile is not affected by gravity.

detection STR "Visibility"
propelled BOOL F
power FLT 0
longshot FLT 1.2 <------------ time needed for a longshot
snapshot FLT 0.5 <------------ time needed for a snapshot
flight_particle STR "tactical/particles/energy groups/projectile.pgrp" <----- bullet particle
trail_particle STR "tactical/particles/na-use.pgrp" <------------ bullet trail
END_OF_Ranged


has wrong accuracy explanation. The accuracy is the distance(in meters) where accuracy is 50%, while range is the distance where accuracy is 10%. As such the above record signifies that this weapon has accuracy 50% at 12 meters and 10% at 35 meters, and not 50% at 40 meters(as stated, since it would be obsured for a weapon to have higher accuracy at a distance out of its range!?!). The value in accuracy can never be larger or equal than the value in range.

QUOTE
----------------------------------------
Now let's see a burst capable rifle, the XM8
----------------------------------------
Ranged Ranged RECORD
range FLT 40 <----------------range
accuracy FLT 27 <----- accuracy (40*2,7 = 94m for 50% accuracy)
time FLT 0.08
recoil FLT 5
type STR "Gun"
detection STR "Visibility"
propelled BOOL F
power FLT 0
longshot FLT 1.5
snapshot FLT 0.4
flight_particle STR "tactical/particles/energy groups/projectile.pgrp"
trail_particle STR "tactical/particles/na-use.pgrp"
END_OF_Ranged


Same thing here. It wouldn't be possible for the rifle to have 50% accuracy at 94 meters with a range of 40m(and thus 10% accuracy at this distance).
This entry means that the rifle has 50% accuracy at 27 meters and 10% accuracy at 40m.
TrashMan
I added a few weapons and armors (and ammo types and calibers) to the ACM mod for my own amusement. Only 4 items show up in game and they are all completely white. MAAEV's editor opens them up and the textures are there. I can't figure this one out.

Is there a limit to the number of items in the equipment file? Everything after 324 doesn't show up..at all. (I even set some of them as starting equipment just to test them! no dice.)
Thunder_GR
Have you remembered to alter the number at the top of the file?
If the file has normaly 324 entries, that number would be 324. If you add 3 weapons you have to make this number 327.
Nothing that I have read so far suggest a limit to the weapon file's entries, and a recent mod I have played contains many more weapons, IIRC.
BadgerBadgerBadger
this is probably the wrong place for this post - my apologies; best i could find...

SO; in modding lasers i came across a possible workaround for something that annoyed me - wargot plasma guns - their "burst"-
which I think represents firing both barrels (nasty!)-

because of the recoil, isn't anything like simultaneous ( and apparently wasn't meant to be; a seperate issue)...

At any rate; by setting the recoil to ZERO...
(( i had origianly done this to test lasers - as i see it a "burst" with a laser would really be trying to hold a beam on someone as long as possible (some larger IRL lasers actually are so powerful they do KINETIC kills, rather than 'burning' through - defeated the theoretical defenses of having missiles spin on their axis & reflective paint) - so i set recoil to zero but this had the side-effect of the "long fire being still instant - 3 instant blasts)... But in this case, that might be appropriate. my original workaround was setting pellets to two on a burst - but that meant ammo consumption for a double-barrel "burst" was still one; not quite fair or right.)

... by setting the recoil to zero, IF i understand correctly, both barrels will in efefct fire simultaneously, at the same moment and same to-hit.

AND if i understand correctly, recoil doesn't affect accuracy outside of burst firing.

Oh, I'm playtesting it; but no certainy at this point I'd properly interpret what i was seeing - so I was asking for confirmation on my "take"?
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