[A10] Project Armory (v.3.00)

Started by Evul, February 05, 2014, 02:24:54 PM

Previous topic - Next topic

Zack_Wester

Could work. I give you the lead.
Its an assault riffle, Lower the touch range an tiny bit and raise/leave the short range,
I think that thing is an pain to aim at point blank.

mrofa

Will pistols get some bonus on close range ?
They kinda sux atm even in urban combat :/
All i do is clutter all around.

Evul

#512
Relay? :3
How does the vanilla pistol work with it's accuracy close range?
Cause most of the mod pistols have better accuracy then the vanilla one.

I will try out some combat to test the new accuracy closer. I made a weapon test mod with a dummy gun with comets that can be used for weapon testing if anyone want to experiment.

The mod replaces all the raiders weapons so they only use the dummy gun. (Change cost if problems.).

<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

<!--
PROJECT ARMORY WEAPON

CODE AUTHOR: Evul
TEXTURE MAKER: Evul

USER LICENSE:
All weapons texture and code may be altered to the users
liking to fit the world the user wants to create.
You may add or remove weapons of your downloaded
Project Armory Pack to further more customize your world.
You are also allowed to publish Project Armory weapons
in your own modpack or mod. The only thing we ask for
is that you link to our forum page so people that like
the weapons can download more of them.
-->

<ThingDef Name="BaseGun" Abstract="True">
<category>Item</category>
<eType>Equipment</eType>
<thingClass>Equipment</thingClass>
<label>Gun</label>
<equipmentType>Primary</equipmentType>
<isGun>True</isGun>
<pathCost>10</pathCost>
<useStandardHealth>True</useStandardHealth>
<selectable>True</selectable>
<maxHealth>100</maxHealth>
<altitudeLayer>Item</altitudeLayer>
<alwaysHaulable>True</alwaysHaulable>
<tickerType>Never</tickerType>
<techLevel>Midworld</techLevel>
<storeCategories>
<li>Weapons</li>
</storeCategories>
<weaponTags>
<li>TESTWEAPON</li>
</weaponTags>
<comps>
<li>
<compClass>CompForbiddable</compClass>
</li>
</comps>
<verb>
<category>Nonnative</category>
<verbClass>Verb_Shoot</verbClass>
<cooldownTicks>40</cooldownTicks>
<label>VerbGun</label>
<description>Fire a bullet.</description>
<hasStandardCommand>true</hasStandardCommand>
<targetParams>
<canTargetPawns>true</canTargetPawns>
<canTargetBuildings>true</canTargetBuildings>
<worldObjectTargetsMustBeAutoAttackable>true</worldObjectTargetsMustBeAutoAttackable>
</targetParams>
<canMiss>true</canMiss>
</verb>
</ThingDef>

<ThingDef Name="BaseBullet" Abstract="True">
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>Projectile</altitudeLayer>
<thingClass>Bullet</thingClass>
<label>Bullet</label>
<useStandardHealth>False</useStandardHealth>
<neverMultiSelect>True</neverMultiSelect>
<baseMaterialType>Transparent</baseMaterialType>
</ThingDef>

<!-- ============================================================== -->

<ThingDef ParentName="BaseBullet">
<defName>Bullet_dummy</defName>
<label>Dummy bullet</label>
<texturePath>Things/Projectile/Bullet_Small</texturePath>
<projectile>
<damageDef>Bullet</damageDef>
<!-- bullet damage -->
<DamageAmountBase>4</DamageAmountBase>
<!-- bullet speed -->
<Speed>60</Speed>
</projectile>
</ThingDef>

<ThingDef ParentName="BaseGun">
<defName>Gun_dummy</defName>
<label>Dummy Gun</label>
<description> Dummy weapon for testing.</description>
<texturePath>Things/Item/PAEquipment/Gun_Dummy</texturePath>
<soundInteract>InteractSMG</soundInteract>
<tradersCarry>false</tradersCarry>
<basePrice>0</basePrice>
<verb>
<projectileDef>Bullet_FNP90C</projectileDef>
<!-- ticks between each fire (60 ticks = 1 Second) -->
<warmupTicks>90</warmupTicks>
<!-- gun range -->
<range>22</range>
<!-- gun accuracy (4 Squares) -->
<accuracyTouch>0.99</accuracyTouch>
<!-- gun accuracy (15 Squares) -->
<accuracyShort>0.96</accuracyShort>
<!-- gun accuracy (30 Squares) -->
<accuracyMedium>0.92</accuracyMedium>
<!-- gun accuracy (50 Squares) -->
<accuracyLong>0.88</accuracyLong>
<!-- gun burst shot -->
<burstShotCount>4</burstShotCount>
<!-- ticks between each burst shot (60 ticks = 1 Second) -->
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
<fireSound>ShotUzi</fireSound>
</verb>
</ThingDef>

</ThingDefs>


[attachment deleted by admin: too old]

Evul

If some one whats to run it quick i have a save game here with a smal town.

[attachment deleted by admin: too old]

AstronauticalFerret

Testing out your Dummy Gun right now on that map you uploaded. Seems to work the same as any other gun, I don't see a comet anywhere.

I made a separate game still in dev mode. I spawned a bunch of Raiders and armed all the colonists with the Dummy gun. A pawn with 20 in shooting Seemed to hit 1-2 out of 10 at long range, decent at mid range with a 2-4 out of 10, combat worthy at close range with a 4-5 out of 10. Note this is with a 20 Shooting character. This of course is horrid for a pawn who is clearly a boot in the art of ranged weapons. I will continue my testing.

AstronauticalFerret

Update. Don't seem to do a lot of damage. 20 raiders vs my 3 guys. five minute firefight and only one of my guys drop, no drops on the raiders.  Going to make some manual adjustments in the files.
I normally have dmg set on all my weapons to be one hit kills/incaps on humanoids for realism reasons, so it may just be my impatience xD. Though it is fun watching a bunch of people fire at each other.

Evul

The dummy weapon deals 1 damage and have 1/1/1/1 accuracy. As stated in the code I posted above :) the comments are located in the xml file not in the game. :)

AstronauticalFerret

xD Just realized that when I opened up the XML, Sorry about that! I can't see the "code" things on the forum for some reason anymore. I'm not sure if it's because I switched back to FireFox and a setting is off or what. I'll switch back to google so I can see those code posts again as to keep from being a total noob xD.

Evul

The dummy weapon is for try to get a good accuracy. :)
Make a colonist have 10 in there firearm skill and try get some target practice done. :)

Lower the accuracy and see what effect it have etc.

mrofa

Changed ticksBetweenBurstShots to 0 and burstShotCount to 8 and i got smg shotgun :D
All i do is clutter all around.

Evul

Yeah that look kind a funny set it to 1 tic and 100 that's a sight :P

JKTD1919

Os iusti meditabitur sapientian, et lingua eius loquetur iudicium. Venerit vir qui sufferit tentationem.

Bog

I have a Pancor Jackhammer, SAIGA-12, AA-12 and Daewoo USAS-12 in the works. If Evul thinks my quality is good enough for the mod you'll probably be seeing them soon.
Divergence of Civilization Lead Developer (in this case that's the fancy way of saying "Only Developer")

Project Armoury Developer (New huge 2.13 Release now live!)

murlocdummy

To be honest, I'd prefer armor or melee weapons to be added to the armory mod.  Whenever I get enough sniper rifles and miniguns, I just sell off or smelt all of the other weapons.  Not that they aren't cool to have, but the stats on them can't quite balance the need to shoot at sieging raiders without the entire army shooting back.

Evul

Quote from: murlocdummy on July 11, 2014, 01:50:27 PM
To be honest, I'd prefer armor or melee weapons to be added to the armory mod.  Whenever I get enough sniper rifles and miniguns, I just sell off or smelt all of the other weapons.  Not that they aren't cool to have, but the stats on them can't quite balance the need to shoot at sieging raiders without the entire army shooting back.

Until the vanilla game adds melee weapons we will add them. Cause we want to avoid workarounds. But armors will be implemented as stated (somewhere between page 3 to 9 of this topic ^^)
So armor and melee is confirmed but! no melee until the vanilla game have it. :)

Quote from: Bog on July 11, 2014, 01:44:10 AM
I have a Pancor Jackhammer, SAIGA-12, AA-12 and Daewoo USAS-12 in the works. If Evul thinks my quality is good enough for the mod you'll probably be seeing them soon.

They look sexy :) Look at you email :)