Title: Modding ammo in RS/UO Post by: dave-s on October 04, 2001, 04:22:51 pm I know many people are really busy with the beta testing the TAC mod but if anyone has five minutes could someone explain one line from the gfcm file.
Below is the text for 9mm. The line with the stars around it what does this number represent? Also there is aprog for creating weapon stats, is there one for ammo?? Thanks // 9mm Parabellum - Full metal jacket 9mmP(FMJ) 0 0 ****0.8**** 550 525 240 280 0.005435 1.0 0.25 0.008889 0.0 BeginList // Armor list "standard armor" BeginList head 0.3 0.5 chest 0.35 0.5 abdomen 0.35 0.5 EndList "heavy armor" BeginList head 0.4 0.5 chest 0.4 0.33 abdomen 0.4 0.33 EndList EndList Title: Re: Modding ammo in RS/UO Post by: dave-s on October 07, 2001, 11:10:07 am Take that as a no then :)
Title: Re: Modding ammo in RS/UO Post by: Cobra6 on October 07, 2001, 12:32:39 pm Quote Below is the text for 9mm. The line with the stars around it what does this number represent? Also there is aprog for creating weapon stats, is there one for ammo?? Sorry about the late response Dave...weekends are slow for answering questions on the forum. The answer to your first question. If I can remmeber right this number represents the bullets ability to penentrate objects. The lower the number the greater the penetration. This is only a guess, other modders have asked this question and QARMM from the NATO series figured it out on his own. If you look at the GFCM file you will notice for example that a 12 ga buckshot has a number of "2.0" while a 50 AE round has a number around ".65". Answer to your second question. There is a program for creating the stats for your weapons it is called "Weapon Stats Generator. Look for it over at Pies ( http://www.piestactics.com/files/archive/dl_file.asp?id=2721 ) ( http://www.piestactics.com/files/archive/dl_file.asp?id=293 ) I use a different one if you would like to leave me a email address I would gladly send it to you. There is a utility for creating ammo, however I found it easier to create my own within the GFCM by looking at ammo that is close to the one I am creating and then using similar stats. Hope this helped... ? ? ? ? ? ? ? ? ? ? ? ?Cobra6 Title: Re: Modding ammo in RS/UO Post by: dave-s on October 08, 2001, 08:47:35 am Thanks for the Reply, Ive got the DF Weapon generator, Ive made most of mine by converting existing weapon files adjusting the Accuracy rates Not exact but it works for the moment :)
Its the ammo causing the problem, I tried to make a 5.7 FN by using the 5.56Nato and converting, made the weapon fire blanks :( Anyhow address: dave-s@freeuk.com Thanks |