Official Soldat Forums

Soldat Talk => Game Improvements / Suggestions => Topic started by: Lord Frunkamunch on February 02, 2007, 11:30:43 am

Title: /piss damages?
Post by: Lord Frunkamunch on February 02, 2007, 11:30:43 am
I think weapon modding could be a bit more in-depth, so here's a few ideas off the top of my head:

[USSOCOM]
Damage=260
FireInterval=43
Ammo=12
ReloadTime=72
Speed=190
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=1
Auto/SemiAuto=0    (0 for semi, 1 for full)
Travel Straight=0    (Flight unaffected by gravity, also 0-1 to select)
Explosion Radius=0    (Explosion area of effect, bullets obviously not affected)
Bullets fired=1     (Amount of rounds fired per click)
Range before exploding=0     (Range the bullet will travel before exploding or disappearing; leave at 0 to travel until impact)
Kick back=0    (Whether of not the weapon pushes you back, 0-1 select)
Shots till bink=0    (Amount of shots the gun can fire until it's affected by the set bink amount, this would also allow semiautos to be binked if set at 1)





If you support some of these but not others, say so with your reason.



*NOTE* I realize that's not the actual socom's stats, I'm working on a Crimsonland weapons.ini mod.
Title: Re: More weapons.ini options.
Post by: Dascoo on February 02, 2007, 11:36:22 am
I like them all especially the amount of rounds fired per click....be nice to have an M16 A2 on burst.
Title: Re: More weapons.ini options.
Post by: Captain Ben on February 02, 2007, 11:36:49 am
all good idea but i vote we have more bullet kinds and colours.... i've always wanted a pink laser weapon mod :D
Title: Re: More weapons.ini options.
Post by: Lord Frunkamunch on February 02, 2007, 11:42:30 am
I like them all especially the amount of rounds fired per click....be nice to have an M16 A2 on burst.

I was thinking all at once, like a shotgun, but that's a good idea too. I hate having to make the clip size 3 and the reload fast to get that effect.


all good idea but i vote we have more bullet kinds and colours.... i've always wanted a pink laser weapon mod :D

Well, the 'Travel Straight' thing could make lasers, and you can already change bullet colors. You can actually do that now if you make the bullet speed really high...
Title: Re: More weapons.ini options.
Post by: Dascoo on February 02, 2007, 11:44:53 am
all good idea but i vote we have more bullet kinds and colours.... i've always wanted a pink laser weapon mod :D

I suggested colored bullets for an option like colored jets in the old forums...forgot if anybody liked the idea.
Title: Re: More weapons.ini options.
Post by: Pyroguy on February 02, 2007, 04:06:43 pm
Changing the color trails your bullets make would be sweet, they would be like tracers.
Title: Re: More weapons.ini options.
Post by: Sytrus on February 02, 2007, 10:36:43 pm
1. For a trail, you can simply color the bullet images in the Soldat folder

2. I like all of the options, just not the "Bullets Fired", because that can be set with teh "bullet type" somehow.
Title: Re: More weapons.ini options.
Post by: The Red Guy on February 02, 2007, 10:52:48 pm
Colour Trail sounds totally awesome.
Support.
Title: Re: More weapons.ini options.
Post by: Lord Frunkamunch on February 03, 2007, 01:01:41 am
2. I like all of the options, just not the "Bullets Fired", because that can be set with teh "bullet type" somehow.

Err...No it can't...Unless you mean shotgun pellets, but then there's no chance of, say, explosive shotguns, plus the mandatory kickback is annoying.
Title: Re: More weapons.ini options.
Post by: Ivarska on February 03, 2007, 04:28:07 am
well, i like the most of them, but i've seen topics like these many times before :-\
Title: Re: More weapons.ini options.
Post by: Avarax on February 03, 2007, 06:31:08 am
the good thing about these settings is, that they are all included in soldat already, though not accessable in the weapons.ini
the travel straight thingy already affects the flamer. the range before exploding affects the StatGun / Chainsaw
Title: Re: More weapons.ini options.
Post by: wolfbr on February 03, 2007, 10:17:02 am
bust fire = ALT fireĀ  ;) (the way ā€œbust fireā€ would be activated when pressing a keyboard key )

shot in constant speed (SICS): The shot would go in a constant speed until making right in wall or enemy.bom for weapons of the future (TYPE: UT, TUROK2, QUAKE, PEFERCT DARKā€¦)


[USSOCOM]
Damage=260
FireInterval=43
Ammo=12
ReloadTime=72
Speed=190
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=1
SICS  = 0 ( 0=off ,1=on )
Title: Re: More weapons.ini options.
Post by: Lord Frunkamunch on February 03, 2007, 10:21:47 am
the good thing about these settings is, that they are all included in soldat already, though not accessable in the weapons.ini
the travel straight thingy already affects the flamer. the range before exploding affects the StatGun / Chainsaw

Yeah, but the flamer bullets only work for one weapon and have limited range, the stat gun is unmoddable and disabled on most servers anyway, and the chainsaw only affects the area at the end of the line.
Title: Re: More weapons.ini options.
Post by: Sytrus on February 03, 2007, 01:28:23 pm
Oh and I just saw that this "Auto/Semi Auto" can already be changed with fireinterval, not?
Title: Re: More weapons.ini options.
Post by: mxyzptlk on February 03, 2007, 01:32:24 pm
Oh and I just saw that this "Auto/Semi Auto" can already be changed with fireinterval, not?
No, because even if you change the socom's Fireint to zero, it still isn't automatic.
Title: Re: More weapons.ini options.
Post by: truup on February 03, 2007, 03:35:21 pm
There's only one thing I see necessary.. That's Semi/Auto. I really don't see much need on the others, not in this one either. Not to forget that this would be pretty hard to code, and 1.3.2 is around the corner, and it will be a long time 'till new version.
Title: Re: More weapons.ini options.
Post by: Lord Frunkamunch on February 09, 2007, 07:30:16 pm
Bumping, there's something else I thought of that really needs to be fixed. If you set the bullet type of a gun to any of explosives, it doesn't matter what damage rating you put in. The damage will always be that of the explosive weapon whose bullet type you're using. You could make the socom fire m79 grenades, and set the power to 1, but unless you change the m79 damage to 1 as well you'll be doing 165000 with the socom.

Pretty annoying for weapon modding...
Title: Re: /piss damages?
Post by: boer on February 12, 2007, 11:09:59 am
There's only one thing I see necessary.. That's Semi/Auto. I really don't see much need on the others, not in this one either. Not to forget that this would be pretty hard to code, and 1.3.2 is around the corner, and it will be a long time 'till new version.
No.
Its already coded, the only change that would have to occur is how weapons are loaded (a few more cin/readln's)
its would be a few (1-2) hours work at most.
oh, and there should be burst fire modes and amount of bullets in a burst.
(this is not in, but also fairly simple)
Title: Re: /piss damages?
Post by: Rook_PL on February 12, 2007, 11:57:57 am
I liked all of them, except straight travel. Bullets can be set to that even now, when having very high speed.
Also, setting auto/semiauto will be useful ONLY when you want to have in mod more/less automatic weapons than 5. But I don't think it would be nice, when all weapons would be automatic, or all wouldn't.

BTW. Was the topic written as it is only to attract attention?
Title: Re: /piss damages?
Post by: Lord Frunkamunch on February 14, 2007, 08:58:14 am
Ontopic: Well, I'd like to have things that aren't affected by gravity since setting the speed really high takes away possibilities (For example, with straight travel and range before exploding, you could make a really low speed m79 bullet that would hardly move at all and be like a mine until it went to far, to prevent overusing. High speed would either make that range come too fast or just turn it into a grenade launcher)

Offtopic Yeah, wondered it that would get more views  ;D I edited it later because no one was posting; the topic used to be something about weapons.ini
Title: Re: /piss damages?
Post by: Sytrus on February 14, 2007, 02:42:46 pm
well, I also thought a 5% damage caused by /piss would be funny.
Title: Re: /piss damages?
Post by: Napalmi on February 14, 2007, 03:30:48 pm
imagine camper got pee'd to death :D
Title: Re: /piss damages?
Post by: ghg on February 14, 2007, 03:45:15 pm
Not a stupid as it sounds as it does take time to take and it would make an interesting weapon. Uppercutting somebody (hitting them upwards) with the Alt+4 victory pose would be cool awell. I guy can dream.
Title: Re: /piss damages?
Post by: 1010011010 on February 14, 2007, 04:48:06 pm
no no no no no no no no
Title: Re: /piss damages?
Post by: zaraza on February 14, 2007, 05:54:14 pm
^read not only the topic but also what creator of it has to say :s

Very good idea. I agree with every suggested option. Weapon modding would be so much more fun.
Title: Re: /piss damages?
Post by: Lord Frunkamunch on February 14, 2007, 06:53:45 pm
A few more things that need to be changed are the mandatory insta-kill from a direct hit from bullet types 4, 8, and 12, now that I think of it.




And here I was thinking the joke topic was completely absurd... ;D
Title: Re: /piss damages?
Post by: John Brooks on February 17, 2007, 11:45:38 pm
I thought this topic was about piss.

Not that I like piss or anything.
Title: Re: /piss damages?
Post by: Ziem on February 19, 2007, 02:00:10 pm
Travel Straight=0    (Flight unaffected by gravity, also 0-1 to select)

It is not easy to code now ... cos' every weapon is affected be gravity < barret too >