StellarRat Posted August 22, 2012 Share Posted August 22, 2012 (edited) OK, here is the beta of the gunpowder weapons mod this includes the buckshot mod for shotguns and a some tweaks to the assault rifle and pistol. The biggest changes you'll notice are that the pistol is now a machine pistol and the shotgun is much more dangerous. The machine pistol can fire three round bursts. I modeled this after the H & K VP70. The weapon fires a standard 9mm pistol round. It was used in the 70's by anti-terrorist forces and special ops troops. It is about the same size as most semi-autos, but has an 18 round magazine and an incredible firing rate of 2200 rounds per minute. However, it is mechanically limited to three rounds per trigger pull by the manufacturer. Although I've reduced the damage it does per shot to be more realistic as compared to rifles, you will be able to fire multiple bursts and at close range you can do some damage. You also have a greater chance of suppressing the target. It's probably the best small one handed firearm available, but it is a weapon of last resort. I slightly increased the assault rifle damage from 25 up to 30. No other changes. I increased the firing rate of the M-60 to the proper level. It doesn't fire any more bullets per burst, it just fires them more quickly. Strictly a visual effect change. Finally, the shotgun now fires buckshot. I modeled it after the Mossberg 500 pump action 12 gauge. This weapon is a rugged combat shotgun widely used by the US Marines and Army in the 70's. The number of shells was dropped to 8 per magazine from 12. The action points required to fire were increased to match the assault rifle plus a couple points to work the slide (pump). Also, although slightly quicker to aim than a rifle the recoil requires more recovery time between shots. The reload time was GREATLY increased. Unlike most military weapons there is no removeable magazine or clip to just pop in. It will take most soldiers nearly a turn to reload this weapon as the shells have to be loaded one by one into the magazine. I would have made this even higher, but I was afraid some soldiers would never be able to reload the weapon since you can't take one than one turn to reload a weapon (at least as far as I know.) The biggest change was the damage was increased 50% from 40 to 60. Armor penetration was greatly reduced and is now slightly worse than a pistol. However, at close range this is one shot killer for most early aliens. This NOT the weapon to take if you expect to fight at long distance. Here are the file changes: 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 new 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. Replace these entries in your C:\Program Files (x86)\Desura\Common\xenonauts\assets\weapons_gc.xml file with corresponding entries below: <Weapon name="weapon.pistol" bulletType="normal" emptySound="Empty Click 1"> <props range="6" hands="1" recoil="0" weight="1.5" isHeavy="0" clipSize="18" reloadAPCost="8" reloadSound="Weapon Pistol Reload" reactionModifier="1.8"/> <SingleShot sound="Weapon Pistol Single" delay="0.6" suppressionValue="20" suppressionRadius="1"> <Set1 ap="9" accuracy="65" /> <Set2 ap="11" accuracy="73" /> </SingleShot> <BurstFire ap="15" accuracy="45" sound="Weapon Assault Rifle Burst" delay="0.2" shotCount="3" suppressionValue="20" suppressionRadius="2" /> <GUIImage name="gui/weapons/pistol" /> <GroundImage name="grounditemimages/pistol.png"/> <Ammos> <Ammo name="ammo.ballistic.pistol" type="kinetic" damage="15" mitigation="5"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> <Weapon name="weapon.rifle" bulletType="normal" emptySound="Empty Click 1"> <props range="18" hands="2" recoil="0" weight="5" isHeavy="0" clipSize="30" reloadAPCost="15" reloadSound="Weapon Assault Rifle Reload" reactionModifier="1.0"/> <SingleShot sound="Weapon Assault Rifle Single" delay="0.6" suppressionValue="20" suppressionRadius="1"> <Set1 ap="17" accuracy="75" /> <Set2 ap="20" accuracy="85" /> <Set3 ap="23" accuracy="100" /> </SingleShot> <BurstFire ap="35" accuracy="50" sound="Weapon Assault Rifle Burst" delay="0.6" shotCount="3" suppressionValue="32" suppressionRadius="2" /> <GUIImage name="gui/weapons/AssaultRifle.png"/> <GroundImage name="grounditemimages/assaultrifle.png"/> <Ammos> <Ammo name="ammo.ballistic.rifle" type="kinetic" damage="30" mitigation="10" isHypervelocity="0"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> <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> <Weapon name="weapon.machinegun" bulletType="normal" emptySound="Empty Click 1"> <props range="30" hands="2" recoil="65" weight="12.5" isHeavy="1" clipSize="50" reloadAPCost="25" reloadSound="Weapon Machinegun Reload" reactionModifier="0.6"/> <SingleShot /> <BurstFire ap="45" accuracy="35" sound="Weapon Machinegun Burst" delay="0.6" shotCount="5" suppressionValue="40" suppressionRadius="4" /> <GUIImage name="gui/weapons/machinegun.png"/> <GroundImage name="grounditemimages/machinegun.png"/> <Ammos> <Ammo name="ammo.ballistic.machinegun" type="kinetic" damage="40" mitigation="15"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> 6. (optional only affects weapon description on soldier screen) Find and Replace pistol damage, shotgun damage, assault rifle damage and clip size numbers in your C:\Program Files (x86)\Desura\Common\xenonauts\assets\weapons.xml file with entries below: in the weapon.pistol section damage <Cell ss:StyleID="s66"><Data ss:Type="Number">15</Data><NamedCell clipsize <Cell ss:StyleID="s66"><Data ss:Type="Number">18</Data><NamedCell weapon.shotgun section damage <Cell ss:StyleID="s66"><Data ss:Type="Number">60</Data><NamedCell clipsize <Cell ss:StyleID="s66"><Data ss:Type="Number">8</Data><NamedCell weapon.rifle section damage <Cell ss:StyleID="s66"><Data ss:Type="Number">30</Data><NamedCell That's it. Let me know what you think! Edited August 26, 2012 by StellarRat Increase AP for shotgun, need to work slide, adjust pistol and shotgun range Quote Link to comment Share on other sites More sharing options...
ElTee Posted October 1, 2012 Share Posted October 1, 2012 This may be a dumb question, but does it work with the current alpha? Quote Link to comment Share on other sites More sharing options...
StellarRat Posted October 1, 2012 Author Share Posted October 1, 2012 (edited) This may be a dumb question, but does it work with the current alpha?It should since it only modifies existing weapons. That might not always be true though. I've been waiting for something more permanent for the "final" version. That's why I've been reluctant to release anymore stuff. I realized that I could possibly have to release new version with every alpha that comes out. Anyway, as long as it just modifies existing weapons and doesn't add new ones it should be fairly safe. Edited January 4, 2013 by StellarRat Quote Link to comment Share on other sites More sharing options...
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