Author Topic: Editing Bulletstyles?  (Read 1242 times)

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Offline Dessert

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Editing Bulletstyles?
« on: August 03, 2007, 09:23:45 pm »
I was wondering if this was possible? Say, for bulletstyle 2 (frag grenade), edit the time to explode/damage/how far it knocks you away?

Just wondering.

Offline mxyzptlk

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Re: Editing Bulletstyles?
« Reply #1 on: August 03, 2007, 09:40:50 pm »
You can change the damage, but it has to be changed by changing the actual grenade weapons damage, not the weapon you want to shoot the grenade.
The blastback is stronger the more damage it has, I believe.

The blast radius cannot be changed right now.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Dessert

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Re: Editing Bulletstyles?
« Reply #2 on: August 03, 2007, 10:26:46 pm »
Well, I was hoping to take down the damage and put up the kickback. i take it thats not possible?

Edit: I have the USSOCOM firing bulletstyle 2, so its like a grenade/mine launcher, since the grenades have a timed explosion, in the end, what I want to do is fix it so instead of a lot of damage, it does little damage and a lot of blowback, sending people flying.
« Last Edit: August 03, 2007, 11:22:25 pm by Dessert »

Offline mxyzptlk

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Re: Editing Bulletstyles?
« Reply #3 on: August 04, 2007, 05:04:07 am »
Well, if you set grenades to zero damage, it should still blow them back... But I'm not sure.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Lord Frunkamunch

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Re: Editing Bulletstyles?
« Reply #4 on: August 04, 2007, 05:51:11 pm »
Only problem with that is explosive damage coding is screwed up. Badly.

Basically, if you set the grenade damage to 1, everything that uses grenades (type 2) will also do one. If you use an explosive, you MUST change the original, with sucks.

The best way to get around this is to use bulletstyle 8 and modify the 'flamed arrows' weapon damage instead of that of the weapon you're changing; since those will just about never come onto play anyway.
I attend grammar school, last grade, and ignorance is all around me. Well, good for them. Ignorance is bliss.

Offline Dessert

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Re: Editing Bulletstyles?
« Reply #5 on: August 04, 2007, 10:45:56 pm »
Thanks a lot Lord Frunk, the blowback works fine, but the flamed arrows raises another issue.

I tried changing both the gun and the arrows damage to both 1 and even 0, but if I get a direct hit on an enemy , it still kills them (And I think the explosion is doing damage anyway?)

Is that due to the explosion coding? Or is it something I'm missing editing the Flamed Arrows?

Offline mxyzptlk

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Re: Editing Bulletstyles?
« Reply #6 on: August 04, 2007, 11:26:26 pm »
Are you sure you are editing the flame bow's damage and not the ranbo bow or anything else?

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Dessert

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Re: Editing Bulletstyles?
« Reply #7 on: August 05, 2007, 12:16:38 am »
[Flamed Arrows]
Damage=0
FireInterval=1
Ammo=1
ReloadTime=1
Speed=300
BulletStyle=8
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[USSoCOM]
Damage=0
FireInterval=18
Ammo=12
ReloadTime=150
Speed=300
BulletStyle=8
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

Basically, I want the USSOCOM to be a 'blowback' or 'Move A Person' gun. @_@

Offline Lord Frunkamunch

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Re: Editing Bulletstyles?
« Reply #8 on: August 05, 2007, 06:50:53 pm »
Oh, another thing that's screwed up with the code. All explosives except for nades and clusters are insta kills on contact. No changing that, unfortunately.
I attend grammar school, last grade, and ignorance is all around me. Well, good for them. Ignorance is bliss.