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Thread: Weapon Editor - The Quartermaster's Armory

  1. #81
    Sergeant jimbobfury's Avatar
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    Quote Originally Posted by Chris View Post
    - We've added a reaction fire modifier to the weapons, which is a multiplier to the soldier's reflexes stat (a modifier of 1 has no effect)
    Hey, I like the sound of that. So a pistol will be a lot more likely to perform reaction fire than a sniper rifle, for example? I think adding factors like this, along with the suppression functionality will give you a load of scope for balancing weapons above and beyond the obvious factors such as weight and damage.

  2. #82
    Beloved Leader Chris's Avatar
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    Yup, that's how it works.
    Chris England - Xenonauts Project Lead
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    @GoldhawkInt

  3. #83
    Sergeant jimbobfury's Avatar
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    Double thumbs up then!

    Just on the topic of weapons; I've been modding the files a little, testing out various balance ideas and I just wondered two things, if you're able to shed any light on them please, Chris?

    First up; is there any way to modify the damage a certain shot type does? I was thinking of adding a damage bonus to the most accurate/AP expensive shot option for the assault rifle, for example, to represent the trooper taking his time to aim for the head or something along those lines.

    Secondly; Is there a way to give some sort of penalty based on a shot being taken at close range with the precision rifle? I've been tweaking the sniper as it seems too similar in use to the assault rifle at the moment. I really want it to be a weapon that you'd only be able to use effectively once you'd made it to a good position, for long range shots. If a sniper equipped trooper turns a corner and discovers an alien, I'd want his precision rifle to be at a real drawback at such close range.

  4. #84
    Moderator Gauddlike's Avatar
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    Is the sniper set as a heavy weapon?
    Heavy weapons suffer a penalty to accuracy when they have moved that turn.
    If it is implemented at the moment that is.
    That could help with the penalty you are looking for.
    Devil's Advocate and forum moderator

  5. #85
    Sergeant jimbobfury's Avatar
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    Do they? I never knew that, thanks man. That's definitely a step in the right direction.

  6. #86
    Captain Quartermaster's Avatar
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    Update: New Uploads that fix most of the issues mentioned are up. If it cannot find the file it will ask you to type in its location and it defaults to what seemed common for most folks "C:\Program Files\Desura\Common\xenonauts\". You will only need to select the location once. I added in the weapon reload sound, isIntegrated, and reactionModifier variables to the form. Please let me know if you are still having errors.

    Here are links so you don't have to backtrack:
    Install:XenoArmory Install
    Code: XenoArmory Code

    Quote Originally Posted by Gauddlike View Post
    Is the sniper set as a heavy weapon?
    Heavy weapons suffer a penalty to accuracy when they have moved that turn.
    If it is implemented at the moment that is.
    That could help with the penalty you are looking for.
    As far as I am aware there are no weapons that currently use the "Heavy" delineation so I am not sure if it works or not. Has someone used it yet?

    Chris, are there any examples in the data file of the Fire and Gas/Smoke tags in action? I could not find a data element that used them so I didn't want to try fiddling with it until i had a good idea of what was going on. Thank You!
    Last edited by Quartermaster; 04-24-2012 at 17:04.

  7. #87
    Sergeant XenoNUT's Avatar
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    w00t! Thanks QM, working now!
    I'm not really one of those loony tinfoil-hat, black helicopter, UFO types... just not very creative.

  8. #88
    Captain Quartermaster's Avatar
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    Here are backups for the files in case you can't find the original ones and you need them:

    weapons:Weapons XML
    weapons_gc: Ground Combat Weapons XML (this already modifies the weapon.grenade.medikit to weapon.grenade.advancedmedipack to make it congruent with what is in the weapons.xml)

  9. #89
    Beloved Leader Chris's Avatar
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    @ QM - The next update, due out tomorrow most likely, will contain updated grenades and rockets and a variety of new gasses. Light smoke, heavy smoke, stun gas, nerve gas etc. Also the fire settings will have been set up for the rockets and grenades too, so just take a peek at those when they come out.

    @ all - I'm currently unsure as to whether "heavy" weapons are functional in code terms. It is intended that both the rocket launcher and the machinegun would be heavy weapons (and possibly the precision rifle too as mentioned above), and this would give an accuracy penalty if the user moves and shoots in the same turn. Maybe someone should have a play and see if it works.

    Your program should support it, though, QM. If it's confirmed not working, we'll be implementing them pretty soon.
    Chris England - Xenonauts Project Lead
    chris@xenonauts.com
    @GoldhawkInt

  10. #90
    Moderator Gauddlike's Avatar
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    I was going to try it out but I can't remember where the 'heavy' flag should go.
    I also can't get QM's program to run.
    If I install it in my xenonauts folder it comes up with a window asking for my path but won't accept it (C:\Program Files (x86)\Desura\Common\xenonauts).
    Devil's Advocate and forum moderator

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