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[GTA SA] Is it possible to add damage dropoff for weapons?


ro4st
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The normal pistol does 25 damage and has a range of 30. Is it possible to make it decrease the damage the farther the bullet goes?

 

For example:

from 0 to 10 = 25 damage

from 10 to 20 = 23 damage

from 20 to 30 = 21 damage

 

If it's possible, how can i do it?

Edited by ro4st
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LeatherJacketSoldier

No, by editing weapon.dat that's not possible. The only instance R* considerates air friction is when free falling: CJ falls always at the same speed no matter how much time he was falling. So, in game there's no use considering the effect of air friction on bullets' horizontal speed, but you can control this speed as a cause of the weapon's range (more range, more initial speed, or just more speed not considerating air friction). And before you come with this, the range isn't determined alone by air friction, it's also determined by initial speed and gravity (the gravity is always the same, but with greater initial speed bullets go further before falling on the ground, that's why rifles [longer barrel, resulting in the detonation force accelerating the bullet for more time] and long bullets [extra amount of gunpowder, resulting in greater detonation force] were invented for).

Edited by LeatherJacketSoldier
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1 hour ago, LeatherJacketSoldier said:

No, by editing weapon.dat that's not possible. The only instance R* considerates air friction is when free falling: CJ falls always at the same speed no matter how much time he was falling. So, in game there's no use considering the effect of air friction on bullets' horizontal speed, but you can control this speed as a cause of the weapon's range (more range, more initial speed, or just more speed not considerating air friction). And before you come with this, the range isn't determined alone by air friction, it's also determined by initial speed and gravity (the gravity is always the same, but with greater initial speed bullets go further before falling on the ground, that's why rifles [longer barrel, resulting in the detonation force accelerating the bullet for more time] and long bullets [extra amount of gunpowder, resulting in greater detonation force] were invented for).

Is there any way to do it with a CLEO script? Since GTA SA uses a hit-scan system for weapons (which makes bullet drop non existent), the only way to simulate "energy loss" from real life is to create a damage dropoff system that makes the bullet lose damage over range.

 

I know GTA SA is not a milsim, but i'm trying to make a realistic (but balanced) modpack with a lot a custom weapons.

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LeatherJacketSoldier
4 hours ago, ro4st said:

Is there any way to do it with a CLEO script?

I've read that you can program almost everything into the game with CLEO scripts, so I'd bet there's a way to put your mod in the game using CLEO. Unfortunately, I suck at (and hate) programming, so I can't help you from now on.

Most I could do was to edit initial clothing, initial haircut, initial muscle (well, I know how to edit certain other initial stats like fat), the weapon pickups when you get all collectables from one city (for LS I changed too the weapons GSF spawn with, but it's limited to the first three weapons you input), and the weapons certain missions give you (changed the Mac-10 for the MP5 in Just Business and End Of The Line, and changed the Remington for the Winchester in Snail Trail and Pier 69). That's all I know how to do in main.scm using Sanny Builder, someone else will have to help you with CLEO scripting.

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45 minutes ago, LeatherJacketSoldier said:

I've read that you can program almost everything into the game with CLEO scripts, so I'd bet there's a way to put your mod in the game using CLEO. Unfortunately, I suck at (and hate) programming, so I can't help you from now on.

I suck at programming too, most i could do was add custom weapons to the ammunation and that's it, lol. Thank you anyways mate.

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