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Daedalean

Weapon modding, not modeling

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and again just another update for this mod. where later the previous version will be removed.

still not exactly what I expect from this one. but still will post.

more or less satisfied, finally with the last projectile file. the one that is more effective at closer range

and again with just the OICW. never understood the function. but since it's considered special. it's allways moded first

 

 

Edited by Daedalean
don't really care to change the version but an addition is present
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also remembered the way I used to calculate the firerate for mods. The settings for input are the basic start for example the OICW with 600 per minute. Usually 10 a second. It makes each shot a 0.1 seconds click. But the problem with that is it will constantly apply the same position to blowback. So if it's 100 it will always stay somewhere in that range. It's fine for 0 or a little more. In case it doesn't provide the necessary feedback I balance the two. But the idea for an ideal choice is always the same it's divided in half internally and just has to find the middle.

and actualy the blowback system was applyed to an industrial CAT class. So it's not entirely difficult.

Edited by Daedalean

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Have this incomplete <weaponmotiontype/> list from tests.

0 to 5 is default

you know pistols and rifles. with launchers extras. originaly 5 uses the camera from the at projectile. projectiles are required for 4 and 5.

6 is the tubed shotgun. uses the total ammo type amount and will reload by one. no other special specifications needed and will apply to any weapon. all though it is recommmended to create a weapon and then switch to 6 as motion type.

7 is the default option used for stationary weapons. never implemented by the game design. but it is used in levels. simply provides no change of direction spread. can support a more stable tactical approach for rushing. however I do not know if it applies kit weights correctly. i don't see a reason it would avoid that.

8 is currently being tested as a Jack Stone Unreal Translocator. This simply allows me to use the projectile with the weapon with the camera shake disabled. Will update the mod later.

well. in actual options for motion type. both 7 and 8 were supposed to be used as motion types for bolt action rifles and sniper rifles. both types usually would not have scopes. it's a reasonable solution for having the accuracy of a long barrel with a good point of impact. and since 8 allows to use bullet dimensions for drop can be used as an advanced ghost sniper type gameplay. but that also means extra attention to all the physics and progress. 7 is just more recommended for basic use. and would directly rival 3 which adds scope rings to scope zoom. 

actually a correction. after several checks. the list of motion types is deeper. the 7 still works the same as described. the 8 does not. the type for 8 goes back to ballistic model for projectile guns. but, there is still the need for model assignments for motion type. and there is also a different function that allows to use ammunition that is not attached to the kit. basically use someone else's ammo. too be honest I still hope to find the shake camera free projectile functions.

Edited by Daedalean

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The more popular topic for this thread is the ability to perform multiple kills with a single shot. And apply the correct ballistic performance. It's very clear in the support of the other open thread. Having any number of 0 in the ballistic structure simply does the job. As I found out the combat model in the igor editor does not support a negative value. manually setting the text file will most likely set the combat model to any negative application as simply a negative value or just a default 0. What that does is create an empty model. Same as value 0. 

Why the original ballistic properties included a negative result is not known. The effects are the same. The internal calculator will most likely apply best for this goal with a greater value then the range of the weapon. or it could be less. There simply could be a mistake in the engine. Besides all that the practice will simply work with two problems. The bullet will simply not kill or it might go in the wrong direction. This also makes a problem when a character moves and difines that direction. Two values for the velocity is enough as well. So that could be the best solution. It will create errors on some level maps for that reason.

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Added a Demolition Laser kit. From the Unreal Bring the pretty pack

And changed the MK4 around a little

Something to know about the laser. Auto full fire and semi auto fire

Has a limited range about 60 to 100 meters. Right now the exact number unknown. No scope. And a little heppy since you like door breaches.

just a brainy guess the turnband does want to point the models to a proper target location. forgot to add that information to the laser. the reason for the update. in this case the with laser equipped the AI is simply looking for something on the horizon versus the M24 for example which like a rifle simply fires forward. It's just that it's a grenade launcher, so it's required not to have it equipped as a team leader to have the priority to fire as a supporting character. Usually the AI fires grenade launchers in proper conditions.

 

Susan Grey and Mk4 (2).zip

Edited by Daedalean
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also conventional lasers work against moving targets such as the ones that can alter the length of the laser in any way. just an fyi. now, the conditional lasers work simply by applying their surroundings to their options and the direction to move. forward.

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also just for the demolitions packages. with the instructions for the cone direction values. the values simply work for 0 and 1.0 inputs. anything above that is advanced math

don't worry about advanced math

Edited by Daedalean
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On 08/01/2019 at 08:19, Daedalean said:

just the latest progress

had to fix a few things

all in the description

 

 

 

Did the update. The computer made mistakes. did the update again

and then i made a sound mistake again.

this is good enough for me. the sounds appear to work. however i do not know if there could be problems with other mods. but, should not. and the art and kits and guns are fine

Jack Stone and M41A (8).zip

Edited by Daedalean

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1 minute ago, Daedalean said:

also something I do not have time to do

and the space to do

the logic location for the gravity in this game is apparently 40,000 meters a second for ground

cars in over.zip

That means with proper jewels some projectiles can float in the air

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Anyway. I figured out the fgo shield problem. That can also help in future mod development. I made several tests for the Jack Stone mod. The reason the multiplayer face is missing in the desert and island map actor settings. You have to apply the RSB EDITOR properties for gunshot and explosion invisibility and set the material for something like glass and metal. Will not make the models transit in the ricochet taxture or sound. Not that I was able to get that to work. But the appropriate model attachments will shatter in the permitted allowance. Again, the permitted allowance is the material used in the combat model for the armor levels. 1 flesh, 2 glass, 3 metal and wood doors. BTW some weapons destroy doors in most models that I make. Including the cars. But, not all levels. The levels just have too much of solid doors for guns.

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