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Can A GL be set up as an AT Weapon


RileyFletcher_01

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I was wanting to set up an M203 as an anti-tank rocket, meaning that it fired the same projectile that it normally does, but has the power to damage or destroy a tank. Now this is getting picky, but even better would be if it took two shots to destroy a tank with the GL instead of one. Now, I set my custom M203 to a WeaponMotionType of 5, rather than the usual 4, but all this did was change the reticle. Does the projectile define if a weapon can destroy a tank, or does the weapon itself define that?

I also changed the 40mmGrenade projectile to a type 1 rather than type 0, but this just changed it from a projectile to a dumb missile, meaning that it shot like an AT4, but it didn't blow up.

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I think it's the projectile file that decides, there's an anti tank rifle i am using in my spec ops mod called the NTW 20 (made by Stalker_Zero i think :huh: ), and i think it's the projectile file that makes it antitank, as it's a new .prj and not a standard bullet or grenade.

if you play around with the projectile editor you should get somewhere, sorry i can't be of any more use

Edited by Zeealex
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To the best of my knowledge it is the projectile file which indicates that the round will destroy a tank. However the projectile "ballistics" are hard coded to the type -- bullets fly dead straight, rockets close to straight, and GL rounds have significant arc. So I do not think you can create a projectile that has the GL ballistics but AT damage/effects.

I also believe there is no way to require two hits (from a GL or AT) to destroy a vehicle, sorry.

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Most people probably already know this if they mod weapons much, but from looking at the files I determined that the MotionWeaponType of the different weapon types are these:

0: handgun

1: assault rifle/light machine gun/submachine gun

2: semi-auto sniper rifle

3: bolt-action sniper rifle

4: grenade launcher

5: rocket launcher

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