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#1
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![]() He also made the following discoveries about the graphs: The red and the yellow bar is what your gunfighting does The green is your shooting ability The blue is your sniper ability The gray is what the weapon can do This should mean that the only bar that has to do with the weapon in question is the gray one, all the others are how the player skills affect the handling of a weapon. Quote:
You would have to create that function in the code for the item in question. Since the exe this mod is using has opened up the "USE Item" event, you can do that by adding an "on event" function for it and then just set it to be used indefinitely. |
#2
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Hello there friends,
I hope I can help you out with one thing or two. Here: ![]() The creators made somethings very well. I´ll explain. Any weapon has a precision of its own. You cab notice that by its dispersion, you can measure sniper rifles by their MOA dispersion and so on. That´s the grey line. No shooter can be more precise than his weapon. If you super glue a weapon on the wall and shoot many times the holes will be very close. If you do so bare handing you gun the holes will be more disperse. That´s the green line under the grey line. Tactical shooters have to aim very fast. I don´t know the term in english but, it might be called something like semi-aiming. Of course less precise than a fully aimed shot. That´s the yellow line. And cowboys don´t aim at all. Here´s the red line. Anything you attach to a weapon alters its original engineering project, it affects its balance. That means recoil forces will change rather for better or worse. Also weapons get heavier and then slower to aim. Of course only a bit but, enough to increase weapon dispersion and aiming time. About ammo. There are heavier and lighter payloads. Heavier ammo can even affect balance. And, you can never compare damage values of weapons loaded with different ammo. In fact you should choose your prefered ammo first and, only then choose your weapon. Next time I will tell you about the game errors and creators mistakes. Keep it up. |
#3
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Good stuff! I always thought lower balance meant better grouping. R@S sure preached this, to the point where adding lasers, lights, launchers and everything just to get the balance down was an exploit!
![]() Anyway, I've been trying out the SIG-550-1 marksman rifle in BSM. Unfortunately, "they" forgot to config a bipod. I tried to add a bipod by changing a few things: Added "BIPOD" to the folded/unfolded SIG-550-1 in Itembones, added 1 "AssaultBipod" to both variants in Weaponsinfo. I also wanted a M203 for the SIG-550 assault rifle (due to lack of a GL 5040), so I did the same stuff for this rifle. Added "LAUNCHER" in Itembones, added 1 "M203" blocks Bipod, and blocks ILauncher for the bipod. In-game, I can attach the items just fine. Unfortunately, the M203 isn't positioned very well (it's inside the triggerguard, but on a vertical level it's fine) and the Bipod for the SIG-550-1 is .. on the buttstock. How would I correct this? --- A second question. In the OP you mention that in itemslevels.ini the last two numbers stand for CGL and the probability in percentage, like "Assault Rifle AKS-74U (5.45mm)"5 50 The thing is, a lot of items have "0 0", yet they still show up in stores. I'm trying to get "EOTech Holosight 552 (WR)"0 0 to show up in the stores, but I haven't been able to find it. Will changing 0 0 to 2 100 fix that, and it will always show up from lvl 2 onwards? (I don't like the other EOTech sight. This 552 one is very well done). Last edited by IceShade; 07-18-2010 at 05:28 AM. |
#4
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These entries wont work, but I need to show you which numbers to edit: "BIPOD" 0.000001 -0.000000 -1.000000 0.0 -0.000001 1.000000 -0.000000 0.0 -1.000000 -0.000001 -0.000001 0.0 0.000000 0.066039 0.439973 1.0 "LAUNCHER" 0.000001 -0.000000 -1.000000 0.0 -0.000001 1.000000 -0.000000 0.0 -1.000000 -0.000001 -0.000001 0.0 0.000000 0.116626 0.190174 1.0 It's one of the red numbers that moves the attachment forward/back or left/right. the one in the middle is up/down. I suggest you copy the entry for the left hand, it's the closet coordinate, and name it "BIPOD" and "LAUNCHER". Then make some small adjustments until it is in the right place. The reason you can't find the new EOTech is that I forgot to add it to the ShopINI files. It was corrected in the fix #3 and in the 1.02 version. If an item has the numbers 0 0 in Itemlevels.ini it means it has a 100% chance of turning up in the shop and that it's global CGL is 0, there will be no price penalties in the shops. |
#5
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Thanks for the quick answers!
Hmm, it seems like a lot of hassle for something minor. Maybe when I can be bothered, I'll tweak the bipod and launcher to my needs. For now, my sniper is still very accurate, and a 6G-30 is in one of my ammo pouches for some grenade fire ![]() I'll have a look into #3 or 1.02 .. I hope that neither require a restart. |
#6
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Also, I tried to find the act.inf files, but what happened to all the files?
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#7
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The patch script packs them up in the Patch_1_12.azp archive, start looking there. If they're not there, they're in another archive.
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