Author Topic: Weapons.ini  (Read 1596 times)

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DarkCrusade

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Weapons.ini
« on: July 21, 2009, 07:44:05 am »
Soldat is so funny, because you are as free as you could be with modding it. The problem is, that there are a few restrictions that could be handled better. Add something like this:


[Desert Eagles]
Damage=180
FireInterval=23
Ammo=7
ReloadTime=90
Speed=190
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0
Style=1

Style stands for automatic gun (donĀ“t need to release the trigger) or semi automatic gun (need to click the trigger again). 1= Auto, 2=Semi.

There could be more to add. Maybe there could be even a bulletstyle that lets bullets go through colliders.


Offline STM1993

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Re: Weapons.ini
« Reply #1 on: July 21, 2009, 08:41:31 am »
From SubVein's version of modding capability:

Quote

Name: The name of the weapon.

Cost: The purchase price of the weapon.
If set to 0, this weapon is free.

BulletType: The graphic of bullet fired:

ShootStyle: How the bullet is fired:
0: When the mouse is clicked. (semi auto/bolt)
1: When the mouse is held. (full auto)
2: When the mouse is released. (charged for power/distance)

Force: The force of the bullet on impact.
This determines how far back both the target and the shooter are pushed.

Damage: The damage of each bullet. (Hitpoints)
This assumes that the target is without protection.

DamageRate: The damage dealt per second after impact (Hitpoints)

DamageDuration: How long the above DamageRate lasts for (seconds)

ExplodeRange: The exposive range of each bullet (Metres)
The closer a person to the bullet, the more damage dealt

ShockTime: How long the bullet stuns the object it hits (milliseconds)
While shocked, an object cannot change direction or accelerate

ChargeTime: How long the weapon takes to charge (milliseconds)
The more you charge the weapon, the further/faster it will fire

DrawTime: How long the weapon takes to draw (milliseconds)

Speed: The initial velocity of the bullet. (Metres per second)

Range: The firing range of each bullet. (Metres)
Ingame, each metre is 32 pixels, or the size of a person.

Pellets: How many bullets/pellets are fired with each shot.

Fragments: How many bullets/fragments are exploded on impact.
This will release fragment bullets described below

Reload: The time it takes to reload the weapon. (milliseconds)
If set to 0, the weapon reloads instantly.

RPM: The number of bullets the weapon can fire each minute. (Rounds Per Minute)

ClipSize: How many bullets there are in each clip. (Bullets)
Note that if you reload halfway through a clip, all the bullets in that clip are lost.

Clips: How many extra clips you carry. (Clips)
If set to 0, the weapon has an unlimited supply of clips.

Spread: The minimum inaccuracy when a bullet is fired. (0.1*Degrees)
Eg: 0 = perfect accuracy, while 3600 means the bullet could go in any direction.

Recoil: The increase of inaccuracy for each bullet fired. (0.1*Degrees Per Bullet)
Eg: 0 = no recoil. A recoil value of 6 means that for each bullet, the cone of fire will increase by 0.6 degrees.
After firing 30 bullets, the weapon will be firing with an additional 18 degrees of inaccuracy. This value is added to the spread value above.
Note also that for each second the weapon isn't fired, the recoil will go down by 10 degrees.

Bounces: Determines how many times the bullet can bounce off walls & ground. If > 0 the bullet will fall with gravity.

Size: The increase of inaccuracy while the player is moving. (Degrees)
Eg: If you start moving and have a weapon with a size of 3, then it will fire bullets with an additional 3 degrees of inaccuracy.
This size value is also used to determine how much space the weapon occupies in your inventory.

Zoom: Determines how far the user can see with this weapon equipped. (100 = 1 full screen; 300 = 2 full screens)

[M249 SAW]
name=M249 SAW;
cost=4000;
bulletType=14;
shootStyle=1;
force=70;
damage=40;
damageRate=0;
damageDuration=0;
explodeRange=0;
shockTime=0;
chargeTime=0;
drawTime=1500;
speed=40;
range=50;
pellets=1;
fragments = 0;
reload=3500;
rpm=600;
clipSize=100;
clips=10;
spread=2;
recoil=7;
bounces=0;
size=9;
zoom=100;

This, would make anyone drool.

Whatever it is, there have been many similar topics related to increased moddability of the weapons.ini, and it is generally widely agreed that this should be done. It can also bring about greater possibilities for the weapon balance.

Though now, the more important matter at hand is the default gameplay and bugfixes.
« Last Edit: July 21, 2009, 08:44:04 am by STM1993 »

Offline Furai

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Re: Weapons.ini
« Reply #2 on: July 21, 2009, 06:04:12 pm »
For sure something has to be done with weapons.ini.
"My senses are so powerful that I can hear the blood pumping through your veins."

Offline Shard

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Re: Weapons.ini
« Reply #3 on: July 28, 2009, 09:00:59 am »
Why not make a .exe that runs a full wm program or something?

Offline VinceBros

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Re: Weapons.ini
« Reply #4 on: July 28, 2009, 04:11:10 pm »
Why not make a .exe that runs a full wm program or something?
First, they need to create those weapons features -> then the program can be something more comfortable to edit, but programs aren't meant to create things or anything, only modify what the file contains. They appear to be very interesting. I don't think the bounce is needed. But it could be in a percentage, like the percentage of a bullet to ricochet. And cost is not needed or it will force a Shop to be implemented which is REALLY not needed.

F12 for some parts. Others i mentioned : F11.
« Last Edit: July 28, 2009, 04:14:51 pm by VinceBros »