Ghost Recon.net Forums: Weapon Kit Info - Ghost Recon.net Forums

Jump to content

Buy Ghost Recon Future Soldier Pre-Order

  • (2 Pages) +
  • 1
  • 2
  • You cannot start a new topic
  • You cannot reply to this topic

Weapon Kit Info

#1 User is offline   JoshuaOneSix Icon Posted 06 March 2009 - 11:48 PM

  • Recruit - 3rd Class
  • Pip
  • View blog
  • Group: Members
  • Posts: 35
  • Joined: 06-November 04
  • Location:Douglasville, Georgia USA
I tried to search the forum for this topic but came up empty, so my apogolies if this has been covered before... Is there a web site, or forum thread that gives the basic info on the many weapons kits that are available through mods. I know you can find out info on the basic weapons of choice through the "ARMS" link at the top of the GR.net site, but there are so many other weapons available that are not included in this link (SR25, Hecate II .50 SD, MP5N, etc...) in fact on the Rocky created DVD set - I counted 67 different weapon mods!

I don't mind so much looking through 100 kits in game if I at least have a basic understanding of the weapons that are offered (i.e. range, fire rate, etc) but to be honest I have sometimes chosen a sniper rifle simply because it looked great :snipe: or started a quick SP mission only long enough to try out unfamilar (to me) kits :wacko:


Perhaps someone already has compiled this list in the vast expanses of their HD and could make it available?


Thanks,
:o= :support:
JoshuaOneSix :gun:

#2 User is offline   OSO Icon Posted 06 March 2009 - 11:59 PM

  • Pointman - 2nd Class
  • PipPipPip
  • Group: Members
  • Posts: 831
  • Joined: 07-January 03
  • Gender:Male
  • Location:Chicagoland, IL

View PostJoshuaOneSix, on Mar 6 2009, 05:48 PM, said:

Perhaps someone already has compiled this list in the vast expanses of their HD and could make it available?


I don't think anyone ever took the time to compile a list of like this. If there isn't a website for the mod the only other place I could recommend looking into would be the read me file that is usually in each individual mod directory.

#3 User is offline   JoshuaOneSix Icon Posted 07 March 2009 - 04:17 AM

  • Recruit - 3rd Class
  • Pip
  • View blog
  • Group: Members
  • Posts: 35
  • Joined: 06-November 04
  • Location:Douglasville, Georgia USA
I checked into that on a few mods. For example. Apex has a VERY thorough "readme" for HU and denoted the fairly specific ways how the weapon kits are used and react within his mod, but even as detailed as his readme is, it doesn't list the basic stats I was looking for...

Not being a modder (yet) I did some digging on IGOR and found the gun editor which does list stats for weapons (and allows for modifications), but I would think that many modders adjust these settings for the particular feel they are bringing to their mods.

Perhaps Apex could chime in here? If I wanted the stats for the weapons as used in HU would I use gun editor in IGOR to view them? Or is there another better way? Short of just asking you for the stats you may have compiled, as my goal here is to do this without having to contact the author of each mod for the specs.

Or to approach this another way... how could we get the ARMS link at the top of the GR.net site to be updated with more weapons?

JoshuaOneSix

#4 User is offline   krise madsen Icon Posted 07 March 2009 - 08:44 AM

  • Pointman - 2nd Class
  • PipPipPip
  • Group: Members
  • Posts: 855
  • Joined: 16-February 07
  • Location:Denmark
I'm not sure I understand, do you want specific info on each weapon, or do you simply want to know which weapon to use in which situations?

Respectfully

krise madsen
"crisis" is my middle name...

#5 User is offline   wombat50 Icon Posted 07 March 2009 - 11:13 AM

  • Pointman - 1st Class
  • Icon
  • Group: GR.net Supporter
  • Posts: 1,454
  • Joined: 19-January 03
  • Gender:Male

Quote

If I wanted the stats for the weapons as used in HU would I use gun editor in IGOR to view them? Or is there another better way?


Go to the Equipment folder of any mod and open the .gun files with notepad.
Not saying it is a better way, just another way to view and edit the settings.
I was lucky in the order, but I've always been lucky when it comes to killin' folks.
-William Munny

#6 User is offline   JoshuaOneSix Icon Posted 07 March 2009 - 01:56 PM

  • Recruit - 3rd Class
  • Pip
  • View blog
  • Group: Members
  • Posts: 35
  • Joined: 06-November 04
  • Location:Douglasville, Georgia USA
Krise,

My goal is to initially produe a master info sheet in Excel that gives the specific info on each weapon. Something along the lines of the ARMS page found on GR.net. An ARMS page format that includes pictures of the weapons would be the final goal, but for now I am happy to just compile the plain stats in Excel.

wombat50,

Great idea! Notepad gets me the info much faster than going through IGOR. Thanks for the help.

Now this adds another question... what is the significance of the "opfor" version vs the "non-opfor" version. I see the higher </Selective> settings for opfor weapons (i.e. accuracy is better). Are the opfor weapon versions used by "heroes" while the regular versions are used by the default actors?

Thanks,

JoshuaOneSix

This post has been edited by JoshuaOneSix: 07 March 2009 - 01:57 PM


#7 User is offline   Pave Low Icon Posted 07 March 2009 - 02:11 PM

  •  
  • Icon
  • Group: Admin
  • Posts: 4,705
  • Joined: 05-January 03
  • Gender:Male
  • Location:Cambridge, UK
why don't you just use a Weapon Viewer utility to show you the weapon stats of all weapons at once in any and all mods you have ?
there are several out there for GR

the one I usually use is GR/SOAF MOD Weapon Viewer


Quote

*** GR/SOAF MOD Weapon Viewer 1.1 ***

Ever wanted to know what the technical data of all the weapons in the original missions and mods have?
This little tool displays one or more mods simulatiously (and the original mod also of course) in a
nice sortable grid, so you can compare weapons and mods and choose the best for your mission.
It also calculates some average values for better overview.

This tool requires the Microsoft .Net Framework with the latest SP installed on your machine.
You already have it if you run Overland (the eDonkey sequel) and I think SP1 of WinXP.
If not, you can find it here:

http://msdn.microsof...ompositedoc.xml
or by searching http://www.microsoft.com/download/ for the .Net Framework

Usage is simple: start the tool, go to the menu "File" and "Add MOD to grid"
and give it the directory of the mod you want to scan, e.g. c:\games\Ghost Recon\mods\origmiss
It works for both Ghost Recon and Sum of all Fears. For SOAF, it also parses the correct weapon names
(could not find them in GR).

I'm of course open for feedback! oduis@hotmail.com


Have fun

Olli



if you have rocky''s DVD collection It's on 06-MISCELLANEOUS \ MODDING TOOLS \ Weapon Viewer

and there is also a couple of other ones in the MODDING TOOLS folder
Posted Image

Posted Image . Posted Image . Posted Image . Posted Image . Posted Image .Posted Image . Posted Image

Posted Image . Posted Image . Posted Image . Posted Image

#8 User is offline   JoshuaOneSix Icon Posted 07 March 2009 - 03:54 PM

  • Recruit - 3rd Class
  • Pip
  • View blog
  • Group: Members
  • Posts: 35
  • Joined: 06-November 04
  • Location:Douglasville, Georgia USA
Pave Low,

Just fired up GR/SOAF MOD Weapon Viewer (real glad I bought the DVD set - another shameless plug for Rocky). This is exactly what I was looking for. :D

Thanks to all for the help and suggestions!

JoshuaOneSix

#9 User is offline   wombat50 Icon Posted 07 March 2009 - 04:13 PM

  • Pointman - 1st Class
  • Icon
  • Group: GR.net Supporter
  • Posts: 1,454
  • Joined: 19-January 03
  • Gender:Male

View PostJoshuaOneSix, on Mar 7 2009, 07:56 AM, said:

Now this adds another question... what is the significance of the "opfor" version vs the "non-opfor" version. I see the higher </Selective> settings for opfor weapons (i.e. accuracy is better). Are the opfor weapon versions used by "heroes" while the regular versions are used by the default actors?

I can't speak for the "opfor" version vs the "non-opfor" version.

<Selective> </Selective> has to do with what sound the weapon uses and its rate of fire.
The lines below it in notepad do point at accuracy, recoil etc. and I think the lower the value the more effective it is.
I don't have a clue what the <TurnBand or <VelocityCoefficient values do
or how to adjust the <Reticule values.

When in doubt whether a higher or lower value is better I compare for example a sniper.gun to an assualt.gun and draw a conclusion from there.

#10 User is offline   migryder Icon Posted 07 March 2009 - 04:44 PM

  • Ghost - 3rd Class
  • Icon
  • Group: GR.net Supporter
  • Posts: 1,719
  • Joined: 20-February 03
  • Gender:Male
  • Location:McKinney, TX
JoshuaOneSix,
I always kept me a little "test these new weapons out" mission around for getting the feel of them in game....
I'm including a nearly blank mission file in P2 just for this, though what I mentioned above had enenies and tanks to shoot at while my team is invincible....I will script a quick one for you over the weekend and get it to you via a PM here or your email addy..
mig :ph34r:
Posted Image

#11 User is offline   JoshuaOneSix Icon Posted 07 March 2009 - 04:54 PM

  • Recruit - 3rd Class
  • Pip
  • View blog
  • Group: Members
  • Posts: 35
  • Joined: 06-November 04
  • Location:Douglasville, Georgia USA
Hmmm... Looking at the HU mod via GR/SOAF MOD Weapon Viewer and comparing the "regular" to the "opfor" versions of the same gun (in this case the Dragunov SVD): weight,mag capacity, range are the same on both; but the Recoil, Avg Run, Walk, Shuffle, Stationary, and Stabilization are better for the "opfor"

So who can tell me what the significance of the "regular" vs "opfor" files are?

JoshuaOneSix

View Postmigryder, on Mar 7 2009, 11:44 AM, said:

JoshuaOneSix,
I always kept me a little "test these new weapons out" mission around for getting the feel of them in game....
I'm including a nearly blank mission file in P2 just for this, though what I mentioned above had enenies and tanks to shoot at while my team is invincible....I will script a quick one for you over the weekend and get it to you via a PM here or your email addy..
mig :ph34r:



That sir would be very appreciated!

JoshuaOneSix

#12 User is offline   Pave Low Icon Posted 07 March 2009 - 06:14 PM

  •  
  • Icon
  • Group: Admin
  • Posts: 4,705
  • Joined: 05-January 03
  • Gender:Male
  • Location:Cambridge, UK

View PostJoshuaOneSix, on Mar 7 2009, 04:54 PM, said:

So who can tell me what the significance of the "regular" vs "opfor" files are?


Usually "_opfor" weapon files are modified to have worse recoil and accuracy specifically for use by the AI team,

whereas the weapons used by player team are "normal"

it's done so you get a "Firefight" feel with lots of rounds being fired so you feel you are being suppressed
Posted Image

Posted Image . Posted Image . Posted Image . Posted Image . Posted Image .Posted Image . Posted Image

Posted Image . Posted Image . Posted Image . Posted Image

#13 User is offline   JoshuaOneSix Icon Posted 07 March 2009 - 06:43 PM

  • Recruit - 3rd Class
  • Pip
  • View blog
  • Group: Members
  • Posts: 35
  • Joined: 06-November 04
  • Location:Douglasville, Georgia USA
Got it! I now have a good grasp of all that I was asking, I'm guessing that perhaps "opfor" = opposing force?

JoshuaOneSix

#14 User is offline   Pave Low Icon Posted 07 March 2009 - 07:53 PM

  •  
  • Icon
  • Group: Admin
  • Posts: 4,705
  • Joined: 05-January 03
  • Gender:Male
  • Location:Cambridge, UK

View PostJoshuaOneSix, on Mar 7 2009, 06:43 PM, said:

I'm guessing that perhaps "opfor" = opposing force ?


Yes :thumbsup:
Posted Image

Posted Image . Posted Image . Posted Image . Posted Image . Posted Image .Posted Image . Posted Image

Posted Image . Posted Image . Posted Image . Posted Image

#15 User is offline   ApexMods Icon Posted 08 March 2009 - 12:17 AM

  •  
  • Icon
  • Group: Consultant
  • Posts: 1,152
  • Joined: 09-November 08
  • XFire:ApexMods
  • Gender:Not Telling
  • Location:World Wide Web
Sorry for being a bit late to the party - RL keeps me quite busy.

Joshua, good idea about a weapon stats overview. In HU I'm still 'experimenting' with different setups for ballistics and handling during the beta phase, but once that is done I'll see if I find the time to add a weapons chapter in the ReadMe.

The OpFor weapons in the "equip" folder are indeed for enemies/NPC's - an their stats are actually worse(!) then those of the player weapons. They have longer stabilization times, higher turnbands, less accuracy etc. to compensate for the increased OpFor AI, otherwise there would still be the insane sniper capability for enemy AI (e.g. hit from AK on full-auto over 300 meters).

  • (2 Pages) +
  • 1
  • 2
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users