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  1. Before following these steps I would like to make the following disclaimer: I am not one of the coders on this project, but I have made the following modification in my files and it seems to be working properly. According to what Chris has said in other threads, the machinegun is supposed to fire 5 bursts. Later in development it sounds like these will be long bursts (5 or 10 shots each), but for now it is just 3 shots per burst. The goal of this thread is to modify the machinegun so that it fires the correct number of bursts (5 instead of 1 & 2/3rds). Before we begin, backup the following files from the xenonauts/assets file: weapons weapons_ weapons_gc These will be three files that we will be editting so it is wise to have the backups in a secure location in case an error is made. We will start with the weapons & weapons_ files. These are the easist files to modify as they both open with excel. After opening both files look under the name and find the weapon.machinegun. Go to the column that says 'clipsize' and modify the machinegun's clipsize value from 5 to 15. You may get a popup which reads "weapons.xml may contain meatures that are not compatible with XML Spreadsheet 2003. Do you want to keep the workbook in this format?" Click Yes. Now open weapons_gc using notebook. Scroll down until you find the following section: <Weapon name="weapon.machinegun" bulletType="normal" emptySound="Empty Click 1"> <props range="30" hands="2" recoil="65" weight="12.5" clipSize="5" reloadAPCost="25" /> <SingleShot /> <BurstFire ap="30" accuracy="60" sound="Weapon Machinegun Burst"/> <GUIImage name="gui/machinegun.png"/> <GroundImage name="grounditemimages/machinegun.png"/> <Ammos> <Ammo name="default" type="kinetic" damage="40" mitigation="20"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> This weapon is located between the precision rifle and the flamethrower. Modify the bolded section (clipsize = "5") to instead read clipsize="15". The final weapon tag should look like this: <Weapon name="weapon.machinegun" bulletType="normal" emptySound="Empty Click 1"> <props range="30" hands="2" recoil="65" weight="12.5" clipSize="15" reloadAPCost="25" /> <SingleShot /> <BurstFire ap="30" accuracy="60" sound="Weapon Machinegun Burst"/> <GUIImage name="gui/machinegun.png"/> <GroundImage name="grounditemimages/machinegun.png"/> <Ammos> <Ammo name="default" type="kinetic" damage="40" mitigation="20"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> After this change is made save this file and close it. Before starting the game make sure that and closed. If they are open the game will crash when running. This should only be considered a temporary solution until Chris and his team get around to building the long burst fire for the machinegun.
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