WarpObscura Posted October 15, 2012 Posted October 15, 2012 I tried to increase the magazine size of the rocket launcher, but it doesn't seem to be reflecting properly in GC. What could I have missed? Quote
TrashMan Posted October 15, 2012 Posted October 15, 2012 If I'd have to guess it's because missiles themselves come in "magazines" of one. It's not enough to edit the rocket launcher, you would have to edit the rocket(s) too. Quote
WarpObscura Posted October 15, 2012 Author Posted October 15, 2012 If I'd have to guess it's because missiles themselves come in "magazines" of one.It's not enough to edit the rocket launcher, you would have to edit the rocket(s) too. Huh. So which other parts of the weapons.xml and weapons_gc.xml would I have to touch? I already have <Weapon name="weapon.rocketlauncher" bulletType="rocket" emptySound="Empty Click 1"> <props range="40" hands="2" recoil="60" weight="12.5" isHeavy="1" clipSize="2" reloadAPCost="25" reloadSound="Weapon Rocket Launcher Reload" reactionModifier="0.5"/> <SingleShot sound="Weapon Rocketlauncher Single" delay="1.2" suppressionValue="40" suppressionRadius="5"> <Set1 ap="24" accuracy="75" /> <Set2 ap="28" accuracy="90" /> </SingleShot> <BurstFire/> <GUIImage name="gui/weapons/RocketLauncher.png"/> <GroundImage name="grounditemimages/rocketlauncher.png"/> <Ammos> <Ammo name="weapon.rocket.frag" type="kinetic" damage="90" stunDamage="90" mitigation="0"> <Projectile spectre="projectiles/rocket" speed="1200"/> <Impact spectre="particles/explosion/explosion" radius="3" sound="Weapon Rocketlauncher Explosion" fireChance="0" smokeChance="0" gasType="RocketFragSmoke" /> </Ammo> <Ammo name="weapon.rocket.AP" type="kinetic" damage="120" stunDamage="0" mitigation="60" isHypervelocity="1"> <Projectile spectre="projectiles/rocket" speed="1200"/> <Impact spectre="projectiles/robbanas/explode" radius="1" sound="Weapon Rocketlauncher Explosion" fireChance="0" smokeChance="0" gasType="RocketFragSmoke" /> </Ammo> <Ammo name="weapon.rocket.incendiary" type="kinetic" damage="50" stunDamage="20" mitigation="0"> <Projectile spectre="projectiles/rocket" speed="1200"/> <Impact spectre="projectiles/robbanas/explode" radius="3.1" sound="Weapon Rocketlauncher Explosion" fireChance="50" smokeChance="50" gasType="RocketFragSmoke" /> </Ammo> <Ammo name="weapon.rocket.stun" type="kinetic" damage="10" stunDamage="50" mitigation="0"> <Projectile spectre="projectiles/rocket" speed="1200"/> <Impact spectre="projectiles/robbanas/explode" radius="3.1" sound="Weapon Rocketlauncher Explosion" fireChance="0" smokeChance="50" gasType="StunGas" /> </Ammo> <Ammo name="weapon.rocket.plasma" type="kinetic" damage="50" stunDamage="20" mitigation="0"> <Projectile spectre="projectiles/rocket" speed="1200"/> <Impact spectre="projectiles/robbanas/explode" radius="3.1" sound="Weapon Rocketlauncher Explosion" fireChance="50" smokeChance="0" gasType="RocketFragSmoke" /> </Ammo> <Ammo name="weapon.rocket.hyper" type="kinetic" damage="150" stunDamage="30" mitigation="100"> <Projectile spectre="projectiles/rocket" speed="2400"/> <Impact spectre="projectiles/robbanas/explode" radius="3.1" sound="Weapon Rocketlauncher Explosion" fireChance="50" smokeChance="50" gasType="RocketFragSmoke" /> </Ammo> </Ammos></Weapon> Quote
Quartermaster Posted October 15, 2012 Posted October 15, 2012 I'm going to assume that you have already changed the clipsize in weapons.xml and weapons_gc.xml. If that is not working, your best option would be to change the bullettype to normal, like the rifle, but to maintain the properties of the ammo exploding. I have not tried this before, but it seems like a viable solution to your problem if simply changing the clipsize parameters is not working. Quote
WarpObscura Posted October 16, 2012 Author Posted October 16, 2012 Huh. Seems that the problem was that the game didn't recognise my mod. Is modding using the My Documents\Xenonauts\modding\<mod name here> method disabled now? Quote
Quartermaster Posted October 16, 2012 Posted October 16, 2012 At the start up menu did you click on "Options" and then select your game mod prior to playing? As far as I know it has not been officially disabled, but I have not spent much time using that method to change the files. Quote
WarpObscura Posted October 17, 2012 Author Posted October 17, 2012 'course I did. Unless... hmm... do I need to deselect the mod, run once, then reselect every time a version change happens? Quote
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