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Sniper Rifle Penetration


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Ok, so the sniper rifle can shoot through "around three feet of wood or concrete". Anyone know where this is found in the .xmls?

I'm trying to make all of my guns have some penetrating power just for realism and fun. Then I have to do the enemies too.... that might not be so fun :g_guns:

Hi insane,

The weapons damage is set from two different files in this example I am editing the beretta:

\Ghost Recon Advanced Warfighter\Data\units\weapons\u_beretta.xml

image-009.jpg

and the second file

\Ghost Recon Advanced Warfighter\Data\lib\managers\xml\weapon_data.xml

image-010.jpg

I think that the weapon_data file is more concerned with the gui, that is the loadout screen between missions, and the actual weapon file, in this case u_beretta.xml, sets the damage level in the game. It does say though in the weapon_data file to set the same values in both files.

Regards ....

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Yeah, I got that figured, but is it the dammage setting that effects the penetration? If so wouldnt you think that even the m9 would be able to shoot through really thin walls (or a wood fence)?

Ok,

I have tried modding the Barrett to increase the damage by editing the two files "u_barrett.xml"

and "weapon_data.xml". The default damage value I think is 7, I have mine set to 16.

I increased the value to 160 in the weapon xml first - no change.

I then increased the value in the barrett xml to 160 - no change !

I also changed the ammo for the Barrett in both files to be 9mm, like the Beretta, to reduce the damage but this also made no difference.

The default damage value for the Beretta is 1, that for the Barrett is approximately 7, I might have increased mine before I upped it to 16, so increasing the damage value should have an effect. They might be more to do with the values displayed in the loadout screen,weapon spec's etc, than the actual in game damage.

Maybe the damage values in these files are linked to another file. I still have not found from where the game is drawing the data for the different types of ammo - 9mm, 50cal, 127, 40mm etc. If anyone does know where this is could they please assist ?

Regards ...

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Yeah, I got that figured, but is it the dammage setting that effects the penetration? If so wouldnt you think that even the m9 would be able to shoot through really thin walls (or a wood fence)?

Ok,

I have tried modding the Barrett to increase the damage by editing the two files "u_barrett.xml"

and "weapon_data.xml". The default damage value I think is 7, I have mine set to 16.

I increased the value to 160 in the weapon xml first - no change.

I then increased the value in the barrett xml to 160 - no change !

I also changed the ammo for the Barrett in both files to be 9mm, like the Beretta, to reduce the damage but this also made no difference.

The default damage value for the Beretta is 1, that for the Barrett is approximately 7, I might have increased mine before I upped it to 16, so increasing the damage value should have an effect. They might be more to do with the values displayed in the loadout screen,weapon spec's etc, than the actual in game damage.

Maybe the damage values in these files are linked to another file. I still have not found from where the game is drawing the data for the different types of ammo - 9mm, 50cal, 127, 40mm etc. If anyone does know where this is could they please assist ?

Regards ...

Without bothering to look I'm pretty sure that the Barret defaults to 10 damage. First thing I did after extracting the .bundle was to make the beretta do 10 damage so I could go stealth on some enemy ######. :ph34r:

It worked too, but that was back with the demo. I still think the patch is overwriting some of our mod attempts. 1.06 patch only included the .xml.bins though, not the .xmls so I couldnt very well merge the patch into the data folder like I wanted.... Will check 1.10

Anyway, I tried making the Scar H fire the "127" ammo that the sniper rifle does, and it didnt seem to do anything. And like you I cant find anyplace that the properties of the ammo are described beyond the little pictures and whatnot, and since the damage is associated with the gun and not the ammo I am thinking that the ammo doesnt really do much.

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That would just blow if we can't mod weapons because of the patch.

And if the difference in ammo does not account for the difference in damage, why bother having multiple types of bullets?

Why not just have a generic "bullet" that is fired from each gun? Its less work.

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That would just blow if we can't mod weapons because of the patch.

And if the difference in ammo does not account for the difference in damage, why bother having multiple types of bullets?

Why not just have a generic "bullet" that is fired from each gun? Its less work.

Maybe that's got more to do with picking up ammo from dead tangos

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well the ammo could be the same for evry weapon and then the weapons has posetive and negative influence to the ammo, that would be the most realistic but you dont know how the devs thought, what i seen when i browesed around in the xml files is desenty at serveral materials and so on, unfortunaly the 556 ammo dosent penetrate a small woodfence and i hope someone figure out how to make the ammo penetrate things that it would do in real life. I have not found any settings for the penetration yet but it have to be there somewhere, keep on trying guys.

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I suddenly had this feeling that everything was connected, it was like I could see the whole thing, one long chain of events that stretched back before larkhill, I felt like I could see everything that had happened, and everything that was going to happen, it was like a perfect path laid out in front of me, and I realised that we were all a part of it, and all trapped by it

I think that quote somehow applies to the .dxe files :rofl:

Edited by insane snyper
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I suddenly had this feeling that everything was connected, it was like I could see the whole thing, one long chain of events that stretched back before larkhill, I felt like I could see everything that had happened, and everything that was going to happen, it was like a perfect path laid out in front of me, and I realised that we were all a part of it, and all trapped by it

I think that quote somehow applies to the .dxe files :rofl:

:lol:
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Ok, so the sniper rifle can shoot through "around three feet of wood or concrete". Anyone know where this is found in the .xmls?

I'm trying to make all of my guns have some penetrating power just for realism and fun. Then I have to do the enemies too.... that might not be so fun :g_guns:

I think that this is an really good idea, it would be very cool to add this kind of realism to graw, I hope someone can crack this nut :thumbsup:

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wonder if bullet types are hardcoded for penetration? has anyone changed the pistol to the sniper caliber? what were the results if so?

also, has anyone noticed a direct tie between damage values for weapons and damage values on characters? are they "hit points" (scar damage 7 hits a man with 14 damage and he loses 7 giving him the ability to take 2 full on hits before death)?

I'm not on a rig with GRAW at the moment so I can't check some of this myself...just tossing ideas around.

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you should be able to get this by changing the hit effects in the weapons .xml file

example, I changed the Beretta hit effects physics to that of the sniper rifle:

<var name="effect_hit_physics" value="bullet_hit_rifle"/> <!-- name of the hit physics effect -->

I'm still testing it though, so I don't know if it will shoot through walls\wood yet...

Edit: this theory doesn't seem to work...

Edited by The Ossus Keeper
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