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| Ballistic Weapons v2.1 realistic http://www.runestorm.com/forums/viewtopic.php?f=27&t=46429 |
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| Author: | OCAdam [ Mon Nov 19, 2007 9:17 am ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
I've been away for a little while, and guess what? I got a new mod of BW (2.1 this time too!) for you guys to completely be obliterated by! I'ma throw at you all the bullet based weapons of BW2.1, but all at much more realistic power levels (headshots will almost always kill ya, except one RS8 or XRS10 bullet). On top of that, any weapon using the same caliber bullet will use the same ammo (minus .50 pistol and .50 rifle ammos, duh). Most of the guns feature clip size changes (mostly lower amounts), and some guns got special fire modes that will make you probably laugh (RS8 has a clip unload firemode). And with that, there's also the Buckshot Shotguns that are modded from the original shotguns, minus they fire like normal guns (and have about 1.5x the power if you hit). Downside to that? Only one shell per barrel, and no extras! Added Stuff: M290 Buckshot Shotgun M763 Buckshot Shotgun (unreloadable) dual-weildable M353 Machineguns Changed damage values for all weapons (headshots always do over 100, except RS8 and XRS10) Railgun given insane power (525-550 torso at full charge) RS8,S-AR12,R9 given okayish Realistic Ironsighting (S-AR12's is only one fully done) To Do: Realistic Ironsights Final Damage Values (R78 feels underpowered, but uses same ammo as M925 (.50 AP), so it would then overpower the M925) fixed dual M353s (stupid reloading won't work, might need to make it never need to reload) BTW, yes, I've rebuilt this thing 86 times so far! |
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| Author: | OCAdam [ Mon Nov 19, 2007 9:18 am ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
delete this post since there's a new beta |
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| Author: | Captain Xavious [ Mon Nov 19, 2007 11:45 am ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
One shell per barrel...? Aren't most guns like that...? Or do you mean one pellet? If thats the case, slugs have only one chunk of lead, buckshot has several pellets. |
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| Author: | OCAdam [ Mon Nov 19, 2007 12:04 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
Captain Xavious wrote: One shell per barrel...? Aren't most guns like that...?
Or do you mean one pellet? If thats the case, slugs have only one chunk of lead, buckshot has several pellets. Gah, I knew somthine was incorrect about those shotguns anyways! But yeah, you can only have a max of 1 in the M763, and 2 in the M290 Slug Shotguns. Beta 87, here I come with changes to names! >_> |
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| Author: | Kaboodles [ Mon Nov 19, 2007 4:25 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
OCAdam wrote: On top of that, any weapon using the same caliber bullet will use the same ammo (minus .50 pistol and .50 rifle ammos, duh). Most of the guns feature clip size changes (mostly lower amounts), and some guns got special fire modes that will make you probably laugh (RS8 has a clip unload firemode). And with that, there's also the Buckshot Shotguns that are modded from the original shotguns, minus they fire like normal guns (and have about 1.5x the power if you hit). Downside to that? Only one shell per barrel, and no extras! For my mod, I actually separated some of the same-caliber ammunitions. The XK2 and Fifty-9 shouldn't use the same ammo, as they come in different-sized clips. The MRT6 has separate ammo from the M763 and M290, as it comes in clips instead of boxes. OCAdam wrote: (unreloadable) dual-weildable M353 Machineguns Totally realistic ![]() What happens if you try to use the alt-fire while dual-wielding them? OCAdam wrote: Changed damage values for all weapons (headshots always do over 100, except RS8 and XRS10) What about the XK2 and Fifty-9? They're less powerful than the RS8 and XRS-10. OCAdam wrote: Railgun given insane power (525-550 torso at full charge) Hah! 650 - 700! Of course, mine is also a lot harder to use now. Especially online, where it's completely broken and buggy as hell .OCAdam wrote: RS8,S-AR12,R9 given okayish Realistic Ironsighting (S-AR12's is only one fully done) To Do: Realistic Ironsights I've got iron-sights for nearly all guns except the M290 and D49 (massive clipping whenever I tried). I can give you the the SightOffset and SightPivot values for each of the guns if you want them. OCAdam wrote: Final Damage Values (R78 feels underpowered, but uses same ammo as M925 (.50 AP), so it would then overpower the M925)
The R78 uses a .42 caliber round, unless you changed it. How did you do the M925 damage values? With a .50 caliber BMG round, I ended up giving it R78-level damage for each shot. How well does it work online? I've been having huge problems dealing with replication, so everything I've changed significantly code-wise works flawlessly offline, but breaks when I put them on my server. |
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| Author: | OCAdam [ Tue Nov 20, 2007 10:42 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
Kaboodles wrote: OCAdam wrote: On top of that, any weapon using the same caliber bullet will use the same ammo (minus .50 pistol and .50 rifle ammos, duh). Most of the guns feature clip size changes (mostly lower amounts), and some guns got special fire modes that will make you probably laugh (RS8 has a clip unload firemode). And with that, there's also the Buckshot Shotguns that are modded from the original shotguns, minus they fire like normal guns (and have about 1.5x the power if you hit). Downside to that? Only one shell per barrel, and no extras! For my mod, I actually separated some of the same-caliber ammunitions. The XK2 and Fifty-9 shouldn't use the same ammo, as they come in different-sized clips. The MRT6 has separate ammo from the M763 and M290, as it comes in clips instead of boxes. I forgot to mention the Fifty-9 and XK2 do even less damage than the RS8 and XRS10 actually... >_> I decided any gun that had the same caliber bullet would use the exact same ammo (minus .50 HV pistol and .50 AP rifle). So... The MRT6 is still 10 gauge... you get that point I hope! Kaboodles wrote: OCAdam wrote: (unreloadable) dual-weildable M353 Machineguns Totally realistic :P What happens if you try to use the alt-fire while dual-wielding them? Haven't tried... >_> I still have to work on some kinks with the mounted guns, they don't wanna unmount, and will seem to only wanna use the orig machineguns for the dumbest reason! Stupid bugs... Kaboodles wrote: OCAdam wrote: Railgun given insane power (525-550 torso at full charge) Hah! 650 - 700! Of course, mine is also a lot harder to use now. Especially online, where it's completely broken and buggy as hell :(. Heh, bots just can't hit me at all... of course they aren't exactly too smart in the first place. Whne they do hit, it's instant death pretty much. Of course, not like it matters since all the guns will kill in about 3 to 7 bullets anyways. Oh, and back in beta 90-something, I added something I call the Omega Cannon. It's over 9000!!! Note: I'm on beta 117 right now, and I JUST read this post, so I didn't make the OC in response to your guns higher power level. Kaboodles wrote: OCAdam wrote: RS8,S-AR12,R9 given okayish Realistic Ironsighting (S-AR12's is only one fully done) To Do: Realistic Ironsights I've got iron-sights for nearly all guns except the M290 and D49 (massive clipping whenever I tried). I can give you the the SightOffset and SightPivot values for each of the guns if you want them. One step ahead yet again, I got all the rest of the guns done.... except the friggin' D49, it won't work well... it's angled even at 0 Yaw... or was it Pitch? :P I forget, but I know what I'm meaning in my head. My M290s both work well with ironsights, but you can see inside the M353s or the M925, one (or two) of the three... Kaboodles wrote: OCAdam wrote: Final Damage Values (R78 feels underpowered, but uses same ammo as M925 (.50 AP), so it would then overpower the M925) The R78 uses a .42 caliber round, unless you changed it. How did you do the M925 damage values? With a .50 caliber BMG round, I ended up giving it R78-level damage for each shot. I made it a .50 AP bullet. Here's the damage values for both the M925 and R78A1 and R78A2 (more on that in a sec): HeadshotMin: 175 HeadshotMax: 184 TorsoMin: 97 TorsoMax: 99 LimbMin: 64 TorsoMax: 66 Kaboodles wrote: How well does it work online? I've been having huge problems dealing with replication, so everything I've changed significantly code-wise works flawlessly offline, but breaks when I put them on my server.
I've only gone offline so far.... I have no one to test with until tomorrow (my bro when he's home, and then it'll be LAN). I've done a lot of changes code-wise to some guns. I've added now about... 7 guns (minus the dual M353 thingy): S-AR12-2 (flashlight instead of laser) (taken from MRS138 weaponspecial, but changed to secondary) M290 Slug (shoots 2 HIGH powered shotgun tracers for cheating my way through, and only 2) M763 Slug (same as M290, but only shoots 1. However, it can still whack!) MRS138 Slug (same as normal MRS138, but with an even higher powered single shotgun tracer than the 12 gauges) MRT6 Slug (unlike the M290, it can do both single and doubel barrel slug shootin') :) R78A2 (has a laser dot from the D49.... except it's always there, NO MATTER WHAT!!!) (on purpose) Omega Cannon (What's the scanner say about its power level? It's over 9000!!! WHAT, 9000???) Oh, and I found out the hard way why the MRT6 isn't dual-weildable... the gun will work perfect in all ways... except you got 4 hands. >_> Here's beta 117, complete with an Excel spreadsheet to help you figure the damages out, and some extras in fun! Hope it works... you can tell it's the right beta if the R78A2 is there and works correctly (the gun pulls out without being dumb about it, and cocks the first time). EDIT: I forgot to say, but... the RS8 might piss you guys off a bit... it's now become half-joke, half-underpowered. It has only 7 ammo... but it has a second firemode of... CLIP UNLOAD!!! Double Edit: I actually fogot.... I need to add some DTs for the new weapons. The R78A2 really needs it since the kill message specifically said A1... crap. Tri Edit: New beta I wanna show, go to next post to download that beta! |
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| Author: | OCAdam [ Wed Nov 21, 2007 5:25 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
Beta 122, coming right at ya! What's New: AM67-R (remember the AM67-DC4 idea I had a WHILE ago? This is it, but it still has a while to go with all I want) This is a flashlight variant of the '67, and is SUPPOSED (read: not yet) to drain the capacitor when using it (a la HL2's flashlight system). It still gots the blinder! What's To Come: final AM67-R (working flashlight battery) M50A2 (no camera, camera now is mounted to gun for an LCD scope) |
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| Author: | James [ Wed Nov 21, 2007 7:45 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
hey how do you start this mod? i dropped both of the files into the system folder..... |
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| Author: | Tyster [ Wed Nov 21, 2007 10:16 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
Use a swap mutator such as worms |
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| Author: | James [ Wed Nov 21, 2007 10:42 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
i got it to work, cool mod =] |
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| Author: | Kaboodles [ Thu Nov 22, 2007 12:04 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
For the machine guns, just make sure you get all of the references right. How did you get it dual-wieldable? Did you just make them subclasses of BallisticHandgun? Don't forget that there are some very important functions in the BallisticMachineGun class. Putting a laser sight on a sniper rifle is a rather silly idea. There's really no point in it, and would only give the shooter away. Nobody in their right mind would use it, so it really wouldn't be realistic at all. Of course, laser dots aren't rendered in third person, so the other guy won't see it anyway. I actually had it set to show the dot in 3rd person, but it's rather ugly online as the dot's position isn't updated smoothly. I also have a flashlight on my AM67, except it kinda does the opposite of what yours does. You can leave it on like the MRS138's, but using the flash de-activates it until the flash device recharges again. I don't know if it works all that well online though... How did you get the M290's iron sights lined up without massive clipping every time you shoot? Also, to counter the D49's angling, you can give it a negative pitch. Don't bother with the D49, though. There's no way to get it right at its current state. That's a good idea with the M50's camera. Also, if you look closely at the M50's model, you can see that there's supposed to be a laser aiming module between the gun barrel and the grenade launcher. |
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| Author: | OCAdam [ Thu Nov 22, 2007 10:22 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
Kaboodles wrote: For the machine guns, just make sure you get all of the references right. How did you get it dual-wieldable? Did you just make them subclasses of BallisticHandgun? Don't forget that there are some very important functions in the BallisticMachineGun class. So far, yeah. And I fixed the references mid-code, so those things have been working since beta 122.I'm actually looking into finding the Dual Weild code so I can just keep the M353 with being the MG class (and so it can reload correctly, if at all). Kaboodles wrote: Putting a laser sight on a sniper rifle is a rather silly idea. There's really no point in it, and would only give the shooter away. Nobody in their right mind would use it, so it really wouldn't be realistic at all. Of course, laser dots aren't rendered in third person, so the other guy won't see it anyway. I actually had it set to show the dot in 3rd person, but it's rather ugly online as the dot's position isn't updated smoothly. And I was just trying to get the gun balanced... BTW, you can still use a version without the laser dot (just the simple R78A1 orig). Kaboodles wrote: I also have a flashlight on my AM67, except it kinda does the opposite of what yours does. You can leave it on like the MRS138's, but using the flash de-activates it until the flash device recharges again. I don't know if it works all that well online though...
Kaboodles wrote: GAH! I was trying to deactivate the stupid light when a blinder is used... and then I had a sub-idea to make it uncharge the bar when using a flashlight (and will go out if you hit rock bottom charge). Kaboodles wrote: How did you get the M290's iron sights lined up without massive clipping every time you shoot? Also, to counter the D49's angling, you can give it a negative pitch. Don't bother with the D49, though. There's no way to get it right at its current state. Actually, I set the X position a bit different so you'd be behind the stock a little bit, and so the gun wouldn't do that massive clipping. I will get that D49 done! It's possible, so I will try! And I'm getting closer to it... maybe another 20 or so betas. Kaboodles wrote: That's a good idea with the M50's camera. Also, if you look closely at the M50's model, you can see that there's supposed to be a laser aiming module between the gun barrel and the grenade launcher. I noticed that actually, but a laser sight on the M50... don't you think that would make the gun a bit... powerful? I mean it's an AR, a grenade launcher, and a spy weapon! Only thing it's missing is the freakin' silencer, then it'd be impossible to stop from a good shooter killing everyone!! James wrote: hey how do you start this mod? i dropped both of the files into the system folder..... You need to go into the Ballistic Weapons mutator setup (any will do), then go to either Swapping or Loadout (prefer Loadout, there's a bug with the XRS10 (BW orig) that doesn't wanna make it ever be off the list in Swapping Assault Rifles). Now, click the box All Weapons (so it shows all guns in UT), and then under each BW section is the new guns I got. Note: all my guns have the tag (realistic) on the end of them ALL. Well... except the Omega Cannon (do NOT add this unless you are screwing around with overkill or super powerful enemies from the RPG such as a Titan). |
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| Author: | OCAdam [ Thu Nov 22, 2007 11:16 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
I found a huge crash bug! DO NOT DEPLOY THE M353 MACHINEGUN! IT WILL CRASH! I need to figure this thing out... The M925 works just fine, it's the M353 that died on me. |
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| Author: | Kaboodles [ Fri Nov 23, 2007 1:19 am ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
OCAdam wrote: I found a huge crash bug!
DO NOT DEPLOY THE M353 MACHINEGUN! IT WILL CRASH! I need to figure this thing out... The M925 works just fine, it's the M353 that died on me. The same thing happened to me. You need to fix the recoil curves for M353Machinegun_TW, as they don't get exported by UnrealEd properly and cause the game to crash. |
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| Author: | OCAdam [ Fri Nov 23, 2007 8:12 am ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
Kaboodles wrote: OCAdam wrote: I found a huge crash bug! DO NOT DEPLOY THE M353 MACHINEGUN! IT WILL CRASH! I need to figure this thing out... The M925 works just fine, it's the M353 that died on me. The same thing happened to me. You need to fix the recoil curves for M353Machinegun_TW, as they don't get exported by UnrealEd properly and cause the game to crash. The bug isn't when you shoot it, it simply is the instant you hit alt fire. |
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| Author: | Kaboodles [ Sat Nov 24, 2007 9:08 am ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
OCAdam wrote: Kaboodles wrote: OCAdam wrote: I found a huge crash bug! DO NOT DEPLOY THE M353 MACHINEGUN! IT WILL CRASH! I need to figure this thing out... The M925 works just fine, it's the M353 that died on me. The same thing happened to me. You need to fix the recoil curves for M353Machinegun_TW, as they don't get exported by UnrealEd properly and cause the game to crash. The bug isn't when you shoot it, it simply is the instant you hit alt fire. I know. Do it anyway. The recoil curves are looked at by the game every time your aim is adjusted, not just when shooting. If you look closely, if you fire long bursts certain guns (like the M50), after you stop firing, it'll follow the recoil curve backwards while you're recovering from the recoil. EDIT: Also, I had the EXACT same problem as you had, asked DC for help, and that's what he told me to do. No crashes with the M353 after I fixed the curves. |
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| Author: | OCAdam [ Sat Nov 24, 2007 10:44 am ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
I'm guessing that the M353_TW needs to have them copied from the normal M353? Or what exactly? |
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| Author: | Kaboodles [ Sat Nov 24, 2007 1:29 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
OCAdam wrote: I'm guessing that the M353_TW needs to have them copied from the normal M353? Or what exactly?
You can: A. Delete the line. This does the same thing as copying it from M353Machinegun, but will result in your gun behaving differently from the stock gun while mounted. B. Fix the curve. If you look at the first point for RecoilXCurve, you'll find that it has an OutVal without an InVal, which I'm pretty sure is specifically what's wrong with it. You'll need to add the InVal back in, though I don't know what it is. You can ask DarkCarnivour for it. He'll probably know, having programmed it himself. C. Create your own curves for it. You should try this, to learn how the recoil curves work. |
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| Author: | OCAdam [ Sat Nov 24, 2007 9:13 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
Kaboodles wrote: You can:
A. Delete the line. This does the same thing as copying it from M353Machinegun, but will result in your gun behaving differently from the stock gun while mounted. B. Fix the curve. If you look at the first point for RecoilXCurve, you'll find that it has an OutVal without an InVal, which I'm pretty sure is specifically what's wrong with it. You'll need to add the InVal back in, though I don't know what it is. You can ask DarkCarnivour for it. He'll probably know, having programmed it himself. C. Create your own curves for it. You should try this, to learn how the recoil curves work. Coolio. I'll take choice B! Err... I do enough of C style stuff with vehicle torque curves... >_> EDIT: I ended up doing choice C anyways. DOUBLE EDIT: I got beta125 / R1 done, so I'll throw that up over in the Showcase section. |
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| Author: | OCAdam [ Fri Dec 07, 2007 6:10 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
I actually figured a big problem with giving out an R1 version of the mod... I'd have to change every package name, so I'll just give everyone the beta 125 thing instead, so I don't need to change it all over... it'll be in the Showcase thread since it's R1 anyways. |
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| Author: | Kaboodles [ Fri Dec 07, 2007 7:01 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
There is a very useful utility called "Mass File Editor" that allows you to create certain scripts that can do pretty much anything to a bunch of files. That's how I was able to switch my mod from a 6 package deal to a 2 package deal without having to spend hours with CTRL-R in WOTgreal. Check it out here. There's a free 45-day trial (full version is 30 bucks! eep!) that allows you to edit up to 100 files at a time. It took a while to figure out the interface and get it to do what I wanted it to do, but it would probably have taken much longer to CTRL-R the 400 or so .uc files I had at the time. I'm hoping v2.15 comes out soon if it ever does, as my 45-day trial is probably going to run out soon. |
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| Author: | OCAdam [ Fri Dec 07, 2007 7:07 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
Well, I don't really need to change a lot around, it was just the orig file package name, so I'd rather do that (which I did already) than try modding every file when it's the same package. I do wanna keep the BP1 separate because it's not totally needed like the rest of the stuff. It's also for my own ease of finding files. |
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| Author: | Bulska [ Thu Dec 20, 2007 10:46 am ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
Looks nice
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| Author: | OCAdam [ Thu Dec 20, 2007 8:06 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
I'm trying to get new ideas for changes to the weapons now, and I have nothing at the moment planned unfortunately. However, I do plan on having more fun with my own weapons mod soon! |
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| Author: | skyfe [ Wed Apr 23, 2008 7:17 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
where is a link to the beta? |
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| Author: | Bulska [ Thu Apr 24, 2008 1:38 am ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
what about faster ironsights? They go so slow right now. |
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| Author: | Kaboodles [ Thu Apr 24, 2008 8:51 am ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
Already on that. I've got something of my own that I would like to release sometime. Feature creep is a bitch. |
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| Author: | skyfe [ Thu Apr 24, 2008 5:54 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
but where can you get this? |
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| Author: | skyfe [ Thu Apr 24, 2008 7:47 pm ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
one great change:let iron sights stay active while you move, just at a slower pace. |
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| Author: | Bulska [ Fri Apr 25, 2008 3:47 am ] |
| Post subject: | Ballistic Weapons v2.1 realistic |
Hell yeah! |
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