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how to get explosive rounds in IV

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jpm1
  • jpm1

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#1

Posted 03 July 2013 - 05:13 PM

i've been searching and testing for hours now and i couldn't find . i want my M82 to have psg1 behaviour but with explosive rounds (grenade or rocket) . explosive rounds like TBoGT grenade launcher would have been perfect but i want it for IV and for a sniper rifle . only thing i managed to get so far it's a kind of grenade launcher that throws explosive M82 away

PacketOVerload_x64Bit
  • PacketOVerload_x64Bit

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#2

Posted 03 July 2013 - 05:51 PM

How about this JPM?

Explosive Shotgun - Perhaps use the lines, to alter the PSG1 to act the same way?

ie. Copy the numbers to the PSG1 line in explosionFX.dat (from the ReadMe included):
CODE
100.0  50.0  2.0  1.0  1.5    50.0  -1.0  11.0  0.0005   0.0  0.0  exp_fireball  exp_fireball_air 0.5  0 0 0.0 0.0 0.015 EPISODIC_8 0  1.0 0.75 0.2 60.0 3.5 0.15 0


Then in weaponinfo.xml replace the PSG1 statistics with the parameters from that portion of the readme?....

Partial Code Snippet:
CODE
       <weapon type="EPISODIC_8">
<data slot="SHOTGUN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="RIFLE_ASSAULT" targetrange="65.0" weaponrange="70.0" clipsize="6" ammomax="600" timebetweenshots="133">
 <damage base="30" networkplayermod="2.5" networkpedmod="1.25"/>
 <reload time="2066" fasttime="1166" crouchtime="2066"/>

 <aiming accuracy="0.06">
  <offset  x="0.16" y="1.0" z="0.44"/>
  <crouchedoffset x="0.16" y="1.0" z="0.0"/>
  <reticule standing="1.0" ducked="1.0" scale="0.0"/>
 </aiming>

 <pickup regentime="6000" ammoonstreet="80"/>

 <controller>
  <rumble duration="90" intensity="0.1"/>
 </controller>


The video for this looks good, and if you adjust the blast radius, it will be probably be close to what you're looking for.

jpm1
  • jpm1

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#3

Posted 03 July 2013 - 10:07 PM

Thanks Packet , couldn't manage to get explosive rounds . the file you gave link to is a bloodfx thing .? so i made i very powerful sniper rifle . i couldn't manage to increase the time between shots too , seems it's linked to the weapon animation too . made this

CODE
<weapon type="SNIPERRIFLE">
 <data slot="HEAVY" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_SNIPER" targetrange="50.0" weaponrange="1800.0" clipsize="10" ammomax="50" timebetweenshots="3000">
  <damage base="400" fps="675" networkplayermod="2.0" networkpedmod="1.0"/>
  <physics force="260"/>
  <reload time="3000" fasttime="2900" crouchtime="2400"/>

  <aiming accuracy="9" accuracyfps="0.0">
   <offset x="0.16" y="1.0" z="0.55"/>
   <crouchedoffset x="0.1" y="1.0" z="0.12"/>
   <reticule standing="0.6" ducked="0.5" scale="0.05"/>
  </aiming>

  <pickup regentime="360000" ammoonstreet="10"/>

  <controller>
   <rumble duration="120" intensity="0.3"/>
  </controller>

  <flags>
   <flag>GUN</flag>
   <flag>2HANDED</flag>
   <flag>ANIM_RELOAD</flag>
   <flag>CAN_FREE_AIM</flag>
   <flag>FIRST_PERSON</flag>
   <flag>ANIM_CROUCH_FIRE</flag>
   <flag>ARMOUR_PENETRATING</flag>
   <flag>HIGHER_BREAK_FORCE</flag>
   <flag>TREAT_AS_2HANDED_IN_COVER</flag>
  </flags>
 </data>

 <assets model="w_psg1">
  <anim group="gun@rifle"/>
  <effects>
   <shell fx="weap_ejected_rifle"/>
  </effects>
 </assets>
</weapon>


i would have really liked to know too if it's possible to create weapons that can damage the environment like TBoGT AA12




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