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OICW/GL + MM1 - ROF & change -bug Maybe a new bug found..?

#1 User is offline   FiRe_Seba Icon Posted 20 November 2009 - 04:15 PM

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Hello!

We're making this GhostLeague mod here, a little MultiPlayer thing for our league.

http://www.ghostleag...a...&view=downz

And, might found out a new bug with GR :) Aint so big news here, but any ideas how this could be prevented?
To the point. I've made a kit with MM1 + MP5 which should be implemented to upcoming mod version, and lowered OICW/GL ROF from 600RPM -> 90RPM.

So now when you have OICW on full auto -mode, and you change to GL's, shoot one or few of them and quickly change back to bullets, it will "magicly" shoot your full clip empty, automatic & silent... Same with MM1 + MP5. MM1 ROF = 30RPM, and when you have MP5 on full auto at firearmslot 2. & shoot few GL's, and quickly change back to MM1 your bullet clip will dissapear...

It kind of "continues" the on-going ROF to secondary or primary weapons full auto, if you change meanwhile this ROF time line. And does it only when having full auto on, so no problems with pistols etc.

I've tried to read and find out topics for changing one kits change time (MM1 issue could be easily fixed if I'd know how to increase change time between weapons...) but OICW -issue is trickier. Rather not increase it back to original ROF rates (really powerfull at multiplayer).

Any ideas? :)

This post has been edited by FiRe_Seba: 20 November 2009 - 04:19 PM

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#2 User is offline   wombat50 Icon Posted 20 November 2009 - 11:24 PM

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I haven't tried fiddling with these settings in the projectile files but it may be of interest to you. You may find it unecessary to change the ROF from standard settings.

gloicw uses 20mmglgrenade.prj
<DetonateOnImpact>1</DetonateOnImpact> change to 0 and it won't explode on impact. It will lay on the ground until the delay time is up and then explode.
<DelayTime>10</DelayTime> This is in seconds. If you wanted to leave explode on impact on, you could lower this setting so long range shots explode harmlessly in the air.<BlastRadius>7.000000</BlastRadius> I think this is in meters so possibly make a smaller radius.

Lowering initial velocity settings changes the range and how one has to aim the weapon.

This will effect all weapons that use this .projectile


mm1 uses 40mmglgrenade.prj
You could fiddle with the same lines in this file.
I was lucky in the order, but I've always been lucky when it comes to killin' folks.
-William Munny

#3 User is offline   FiRe_Seba Icon Posted 21 November 2009 - 07:31 AM

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View Postwombat50, on Nov 21 2009, 01:24 AM, said:

I haven't tried fiddling with these settings in the projectile files but it may be of interest to you. You may find it unecessary to change the ROF from standard settings.

* 20mmglgrenade.prj
* 40mmglgrenade.prj


Thanks, but we've allready made some changes with 40mm nades. And what comes to 20mm, I'm trying to be as gentle as possible here (touching OICW/GL is a like sacrilegious act for some people...) it's quite understandable: people have used to "how" these GL's kill in what situations and where they should be shotted, so I'd rather not mess up with them.

I made a little explanation to our admin crew, maybe put it here aswell :)
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- If you change back to bullets at blue timeline, you'll notice the bug.
- instead, if you dont fire that 3.th round and change at orange timeline, when 2.nd GL's ROF has allready "run out", there's not going to happen anything extra ordinary.
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