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  1. OK, here is the buckshot beta. What I did was to make the shotgun less armor penetrating, increase the range to match a pistol, large damage increase, reduce the clip size, and make it slower than a pistol. This should bring it roughly in-line from a comparative perspective with the rifle and pistol based on my research. 1. I would simply copy the bullet folder over with the new name "buckshot". So, copy C:\Program Files (x86)\Desura\Common\xenonauts\assets\projectiles\bullet to C:\Program Files (x86)\Desura\Common\xenonauts\assets\projectiles\buckshot 2. In the buckshot folder replace bullet_e.png with the attached picture and rename it buckshot_e.png 3. Create or replace the contents of bullet_e.xml with this: <?xml version="1.0"?> <!DOCTYPE sequence SYSTEM "sidewalkdtd"> <sequence name="C:\Documents and Settings\Chris\Desktop\blast-red\gunshot\bullet_e.xml" source="./bullet*.png"> <img regx="36" regy="0" name="buckshot_e" savedname="buckshot_e.png" w="0.000000" h="0.000000"/> <framelist> <frame regx="35" regy="-1" name="buckshot.png" w="55" h="13" x="0" y="0"/> </framelist> </sequence> And rename the file as buckshot_e.xml 4. Create or replace the contents of bullet_spectre.xml with this: <?xml version="1.0" encoding="utf-8"?> <spectre id="rocket" version="1"> <state id="default" name="buckshot" pivotX="30" pivotY="20" sortPoint="0.49"> <anim src="projectiles/buckshot/buckshot_e" anim="main"/> </state> </spectre> and rename to buckshot_spectre.xml 5. Finally, modify the shotgun entry in your C:\Program Files (x86)\Desura\Common\xenonauts\assets\weapons_gc.xml to this: <Weapon name="weapon.shotgun" bulletType="normal" emptySound="Empty Click 1"> <props range="6" hands="2" recoil="0" weight="5" isHeavy="0" clipSize="8" reloadAPCost="45" reloadSound="Weapon Shotgun Reload" reactionModifier="1.4"/> <SingleShot sound="Weapon Shotgun Single" delay="0.6" suppressionValue="30" suppressionRadius="2"> <Set1 ap="19" accuracy="83" /> <Set2 ap="22" accuracy="90" /> </SingleShot> <BurstFire/> <GUIImage name="gui/weapons/Shotgun.png"/> <GroundImage name="grounditemimages/shotgun.png"/> <Ammos> <Ammo name="ammo.ballistic.shotgun" type="kinetic" damage="60" mitigation="4"> <Projectile spectre="projectiles/buckshot/buckshot" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> Let me know if you like it.
  2. So I modded the shotguns to have 9 (vice 3) pellets. Feels right to me.
  3. More Shotguns! Don't you love to blast aliens with powerful high-caliber weapon up-close? Sadly, later on, with research of new tech, shotguns get replaced with carbines. Which are also good, but not the same - they look and feel more like SMG. So i made 3 new shotguns, one for each researchable weapons tier, to fix that: - Laser Shotgun - Plasma Shotgun - MAG Shotgun And here is zip with everything you need to have them in game: - (links for old versions are removed; i'm working on updating it for final right now) - (if someone still needs old archives or want to use these images in their own mods, please contact me via pm here on forum) - (also there is an alternative up-to-date mod with these weapon sprites - Khall's Carbines/Shotguns + Extras) As if now, i done just minimal changes to get them operational. They are using rifles animations and most of carbines stats (no auto, damage slightly higher; carbines itself changed to have less damage but 5-shot auto). You should be able to manufacture them together with other weapons of same tier. Now also adds ballistic carbine (shortened M16) and change laser weapons projectile to real beam. Pistols, carbines, ballistic shotgun and stunbaton changed to occupy less space in backpack. To install it just unpack archive in game folder and replace files where needed. Backups of existing xml files also would be good to do before that, if you want to remove this mod later. Have fun! =) Changelog:
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