General > User modifications
Multi-role weapons
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alzyrian:
By multi-roll weapons, i mean weapons that check against different attack skill types based on the fire mode. I usually end up with a few soldiers that have decent stats in assault/sniper, or assault/close, or sniper/close and would be nice to have a single weapon that they can use that leverages their best skills.
I have already done this myself with my customized vhs rifle. I added the vhs to the main game, then modified its rifle stats a little to diversify it from the assault rifle (less ammo capacity, more expensive). I then made a copy of the assault rifle ammo and made ammo specific to the vhs rifle that was slightly more powerful while trying not to make it overpowered (due to less ammo in the weapon). I made the ammo skill check either close (shorter range burst), assault or sniper, depending on what type of shot was being taken. I also made the reaction fire only one for each type, snap shot(assault), close burst, or precision shot (sniper).
Based on the changes I have made, a soldier that is only proficient with assault (or close, or shiper etc..) and nothing else, gains no benefit from having this weapon, same for sniper, or close. due to the higher magazine capacity of the assault rifle and smg, higher damage of the sniper riffle, and ability to carry something in the off hand with the pistol (works for someone that has good close/HE skill).
At this point, i can easily modify ammo to use different skills based on shot type, but would only do that for things that seem logical. E G.an assault rifle can be used by a sniper in single shot mode and based on the skill of the sniper, the shot would do more damage than an assault skill single shot (better aiming or body hit selection etc..). Maybe the SMG with an assault shot mode (2 shot assault with slightly longer range but lower damage?).
My question from this topic is about having multiple (really just 2) ammo for a single weapon both loaded at the same time, E.G an under barrel grenade launcher for an assault rifle. I could make additional custom ammo for the rifle but the idea is to have two ammo type loaded at once for this purpose. I was not sure if this was even possible.
All I have done so far is modify ufo files to make slight game play modifications to weapons, amours, crafts, etc to see the effect on the game and make things more fun or difficult based on my tastes.
Thanks.
Here is my vhs rifle and ammo.
// =======================
// VHS ASSAULT RIFLE
// =======================
item vhs
{
name "_VHS Assault Rifle"
model weapons/vhs/vhs
weapon true
type rifle
animationindex 1
holdtwohanded false
firetwohanded true
shape "1 0 4 1"
shape "0 1 5 1"
center "-3 -3 1"
scale 1.2
ammo 18
reload 10
reloadsound weapons/reload-rifle
price 1800
size 20
is_primary true
}
item vhs_ammo
{
name "_VHS +P Rifle Magazine"
model weapons/assault/assault_clip
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.25
price 70
size 3
is_primary true
dmgtype normal
weapon_mod vhs
{
firedef
{
name "_Snap Shot"
skill assault
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "1.5 1.5"
crouch 0.7
range 80
shots 1
ammo 1
time 10
damage "48 8"
dmgweight normal_medium
reaction true
}
firedef
{
name "_Short Range Burst"
skill close
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "2 2"
crouch 0.7
range 40
shots 4
ammo 4
delaybetweenshots 5
time 12
damage "48 8"
dmgweight normal_medium
reaction true
}
firedef
{
name "_Double Tap"
skill assault
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "1.2 1.2"
crouch 0.7
range 80
shots 2
ammo 2
delaybetweenshots 5
time 14
damage "48 8"
dmgweight normal_medium
reaction false
}
firedef
{
name "_Precision Shot"
skill sniper
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "1 1"
crouch 0.7
range 80
shots 1
ammo 1
time 16
damage "60 10"
dmgweight normal_medium
reaction true
}
firedef
{
name "_Head Shot"
skill sniper
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "0.7 0.7"
crouch 0.7
range 80
shots 1
ammo 1
time 18
damage "80 15"
dmgweight normal_medium
reaction false
}
}
}
H-Hour:
Hi alzyrian,
I am planning to make similar but not as diverse changes to the weapon balancing for 2.5. Basically, I am going to make all aimed shots use the Sniper skill and all snap shot / auto modes use the Assault skill. It's part of a more general set of changes to weapon stats detailed here. At the moment, only the Skills/Weapons section will be implemented.
--- Quote from: alzyrian on March 27, 2012, 04:11:29 pm ---My question from this topic is about having multiple (really just 2) ammo for a single weapon both loaded at the same time, E.G an under barrel grenade launcher for an assault rifle. I could make additional custom ammo for the rifle but the idea is to have two ammo type loaded at once for this purpose. I was not sure if this was even possible.
--- End quote ---
My understanding is that this is not possible at the moment. A weapon can only have one ammo loaded at a time. A really bad hack that you could do would be to have a single ammo but different firemodes. So you could have a firemode that shoots a grenade and one that shoots a bullet. I believe they would have to take from the same ammo pool (so if you have 30 rounds, a grenade or a bullet each count as one), but you could force the grenade to subtract more ammo for each shot. It would not be pretty but could be a personal modification if you want it.
alzyrian:
Thanks for the information H-Hour. I checked out the link you posted to Proposals and it looks like the 2.5 weapon modes and skills will be more diverse like I am thinking of.
I had considered making that hack you mentioned as well by adding another weapon mode to my assault_ammo and vhs_ammo for a grenade shot, using like 5 ammo and having it have a blast radius and blast damage. Something like:
firedef
{
name "_Grenade Shot"
skill explosive
projtl grenl_ammo
impact explosionGrenade
hitbody explosionGrenade
firesnd weapons/grenade_launcher
impsnd weapons/explosion-grenade
bodysnd weapons/explosion-grenade
bncsnd weapons/grenade-bounce
spread "0 2"
launched true
range 15
shots 1
ammo 5
time 12
damage "15 2"
spldmg "60 10"
splrad 3
dmgweight blast
reaction false
}
Thanks again. Ill keep playing around with my ufo files.
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