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 Post subject: Subvein Modding Guide
PostPosted: Thu 01 Sep 2011, 17:27 
Super Mutant
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Joined: Sun 05 Jul 2009, 19:08
Posts: 2319
Location: Singapore
Gender: Male
I've moved on.
However, for those of you who seek Evlesoa's old weapon mod, this is it.
Attachment:
File comment: Evlesoa's last, original weapons.ini
Ev Original.ini [12.53 KiB]
Downloaded 24 times

This thread is dedicated to data(ie: influences gameplay!) modding tips and tricks for Subvein.
Note that currently the only game data that is moddable is the weapons.ini, so we will only focus on that.

Link for reference to the old weapon mod sharing thread

Update (12th November 2011, GMT+8 12:05):
Discovered more about the effects of explodeRange and bounce on Phasic Bullets. Also corrected: Bazooka can be energized.




WEAPON MODDING
Hardcoded Features / Notes:
* You can't change the name of the weapon; the weapon stats are read in sequence.
* Self-Damage effects
* Friendly-Fire Damage effects
* Explosion FadeOff effects
* ExplodeRange deactivates Rifle Range.
* Knife is always only able to aim straight, cannot trigger Rifle Range, triggers Silent Stabbings
* Knife and USP are available on spawn.
* Knife has a unique, hardcoded hit-detection system that gives a client-sided advantage; if you appear to hit the enemy with a knife (blood comes out), generally you would have hit him (unless the ping is unstable/warping), whereas for other weapons the aiming is completely server-sided.
* Only Grenade and Bazooka trigger Speed Bombs (check Specialist); other explosives don't.
* Flashbang, Grenade and Knife CANNOT be Energized and their rate of fire cannot be reduced by Regeneration. However, Bazooka can be energized and Regeneration affects its rate of fire.
* Flashbang, Grenade, Knife and Bazooka are NOT affected by Critical Shot at all.
* Vampirism does not reduce weapon damage dealt to cars, only against organic targets.
* Gangsters can spawn with M3 Super or Uzi.
* USP, Deagle, Shock trigger Pistol Practice.
* Ruger, PSG and Railgun trigger Counter-Snipe.
* bulletDistanceFadeOff only affects damage.
* Shock effect has a fixed, hard-coded rate of movement speed decrease/regain. The move speed reaches the almost 0 point within about 0.6 seconds (guesswork, need confirmation).
* Barrier reduces recoil and movementRecoil by 50%.
* Explosions work past walls.
* Rate of decrease of all forms of recoil is fixed at a rate of 60-80 degrees per second (need testing). This rate is also the same for rate of increase in movement and sprint recoil.

* ExplodeRange + penetratePlayers=1 + bounce value of at least 1 = projectile will not explode on impact unless it hits the wall (where it either detonates or bounce is triggered).(First discovered by Evlesoa, applied to his mod's Spas)
* steerSpeed (seeking) can cause the bullet to defy gravity and the speed decrease from bounce and thus act like a homing bullet rather than a mere bouncing bullet. This is provided that the bullet has found a target that it wishes to seek towards.(First discovered by Evlesoa, applied to his mod's AK and Spas, and then subsequently to his mod's Nailgun when STM1993 proposed a ricochet Nailgun making use of this concept)
* Seeking will seek towards ALL targets, but penetratePlayers=1 will cause the bullet to only hit the same person once. So if you have both seeking and penetratePlayers=1, it is possible to create a swarm of homing bullets that follow a person after hitting him.(First discovered by Evlesoa, applied to his mod's AK and Spas)

Weapon Stats:
cost: This is how much the weapon will cost when you buy the weapon.
* Setting cost to 0, negative numbers or any funny stuff will cause the weapon icon to appear white but unpurchasable no matter how much money you have.
* Cost cannot be greater than 1000000 (1 million), which is the max.

ammoCostRatio: This is how much ammo will cost when you try to refill the weapon. This cost is based on a % of how much the weapon itself costs and assumes that you have 0 ammo (ie: buying 10 magazines). So if ammo cost ratio is 0.5, your weapon cost is $1000, and you are refilling from 0 ammo, it will cost you 1000*0.5=$500 to completely refill the gun, and it will cost you 500/10=$50 per magazine you refill.
* Negative numbers will cause you to be unable to buy ammo for the weapon at all, so no, you can't use refilling as a way to earn money.
* 0 is a special number. It is treated as $0 for 1 magazine, $1 for 2 magazines, $2 for 3 magazines... and $9 for 10 magazines.
* It is possible to make ammo cost more than the weapon itself.

shootStyle: This determines whether the gun is semi-automatic or automatic. 0 is semi, 1 is auto.
* Any number between 1 and -1 (exclusive) is semi-automatic. Other numbers are automatic.

force: This determines how much the bullet will push a player on impact.
* Negative numbers will cause Force to pull instead of push.
* explodeRange AND Force influence the pushing power of the explosion.

damage: The base damage of each bullet (hitpoints).
* Negative numbers are treated as 0.
* Seems to be slightly bugged. Apparently when I tried to use my modded 1-pellet 100 damage knife to kill a 100hp gangster, he sometimes comes out bleeding and other times he dies. May be related to speed.

vehicleDamageMultiplier: The multiplier for damage dealt to vehicles.
* Negative numbers are treated as 0.

radioDamageMultiplier: The multiplier for damage dealt to someone carrying the radio.
* Negative numbers are treated as 0.

explodeRange: The explosive range of each bullet (metres).
* Negative numbers are treated as no explodeRange AND 0 damage.
* Hard-coded fadeoff effects and projectile becomes treated as an explosive
* Causes bulletDistanceFadeOff of projectile to be 1 no matter what value is stated in the weapon's stats.
* Explosive bullets that hit a player on direct impact do not receive the full stated damage because they will detonate a small distance away from the player himself, causing the explosion fadeoff to be applied and thus reducing damage.
* explodeRange AND Force influence the pushing power of the explosion.
* If you combine explodeRange>0 with Bounce>0, the weapon will not work with Phasic Bullets.

shockTime: This determines whether the bullet will trigger the shock effect on hitting an enemy character (like Shockwave).
* Negative numbers are treated as 0.
* Works with explodeRange, with fadeoff effects applied
* shockTime does not stack per bullet, but will reset on each hit
* Shock effect causes player to turn blue, and begin to lose movement speed at a fixed, hard-coded rate, until it reaches a value that is almost = 0. When the shock effect is about to wear off, the shocked player will regain his movement speed at the same hard-coded rate. The move speed is almost 0 within about 0.6 seconds (guesswork, need confirmation).

flashTime: The flash duration of the bullet upon detonation (seconds).
* Negative numbers are treated as 0.
* Works with explodeRange, with fadeoff effects applied.
* Facing away from direction of projectile reduces flash effect.
* A small value gives the impression of seeing white smoke as though hit by an explosion.

steerSpeed: This allows a weapon to be able to start homing towards a target (seek); the higher the value the more homing it is. (degrees per second).
* If NOT = 0, weapon cannot perform Rifle Range mission
* 0 and negative numbers have no seek.
* If the bullet cannot find a valid target, it will act as if it did not have any seeking property.
* A seeking bullet will seek towards a target that requires the least change in angle to approach (ie: it will aim for the far away person directly infront of it rather than the nearby enemy to the projectile's right).
* Seeking bullets will NOT seek after players whose Invisibility is activated, even if the player has been shot and is revealed momentarily.
[Seek mechanism is not fully understood]

drawTime: How long the weapon takes to draw (seconds).
* Negative numbers are treated as 0.
* Stacks with rpm if you change weapons while the rpm is still in cooldown.
* Is applied when getting out of a car.

speed: How fast the bullet travels (metres per second).
* If speed is 0 or negative, no bullets will be fired but your ammo will still be drained. Same effect as range=0. So no, you can't shoot backwards.
* If coupled with explodeRange > 0, the bullet detonates at the origin of your character and thus hit your character (can deal damage, can force you into the air).
* Speed does not slow down over distance unless the weapon has bounce >0. Thus, speed also influences the practical range as well as lobbing height of a bullet with bounce>0.

range: The absolute distance a bullet can travel (metres).
* If range is 0 or negative, no bullets will be fired but your ammo will still be drained. Same effect as speed=0.
* If coupled with explodeRange > 0, the bullet detonates at the origin of your character and thus hit your character (can deal damage, can force you into the air).
* Range does influence Gangster behavior; gangsters will only start shooting at you (although they can see you beyond this range) if they are within a fraction of the gun's maximum range (this is mostly clearly seen in the M3 Super). [More testing required to determine exact behavior.]

bulletDistanceFadeOff: The multiplier for how much damage a bullet does by the end of its range.
* Negative numbers are treated as 0.
* A number greater that 1 is possible; inverse Fadeoff is applied, ie increasing damage over range.

pellets: How many bullets(pellets) are fired in one shot
* Negative numbers are treated as 0. No bullets are fired at all even though ammo is drained.
* Pellets naturally spread out VERY slightly.
* Each individual pellet has its own chance of being Critical and individual inaccuracy and affects Bullet Time individually. However, each individual pellet does NOT increase Frenzy's ROF individually, does NOT have its own individual Clip Magnet stealing chance and each pellet is NOT counted as an individual bullet for Stolen Seekers from 0.695 onwards.

reload: The time it takes to reload the weapon (seconds).
* Negative numbers are treated as 0.

rpm: The number of bullets the weapon can fire in one minute (rounds per minute).
* Stacks with drawtime
* If zero, weapon can only be fired once
* If negative, weapon fires at highest possible ROF allowed in the game no matter how fast your ROF is supposed to be from skills.

clipSize: How many bullets there are in one magazine
* Negative numbers are treated as 0; attempting to fire the weapon results in a click sound.
* Decimals are rounded down to the nearest whole number.
* Maximum clipSize is 999.
* If clipSize is negative but clips is >1 and stackableClips=1, weapon can be constantly purchased and refilled; attempting to refill the weapon is a waste of money. [check validity of clips >1]

clips: The maximum number of clips you can carry.
* 0 = infinite clips
* If negative, weapon has only 1 clip and cannot be reloaded. After finishing the clip, the weapon cannot be refilled (displayed as FULL), whether by purchasing or by picking up another weapon. If coupled with stackableClips=1, then weapon cannot be stacked
* You cannot refill a gun unless it has at least 1 empty clip; so if clips=1, you cannot refill unless your gun is completely empty, but if you have spend 1 clip and have clips=2 or more, you can refill your gun.
* The highest possible number of clips is 10.

stackableClips: Determines if the clips will be stacked one at a time (like grenades). 0 = normal. 1 = stackable.
* When =0, buying/spawning with the weapon gives you the maximum number of clips the weapon has. Size is same as long as you carry the weapon.
* When =1, every purchase / spawn with only 1 magazine. You want more? You gotta buy it. Size increases as you buy more.
* When =1, AmmoCostRatio values are completely ignored. Also, once you have 0 ammo, it disappears from your inventory.
* StackableClips=2 is treated as the same as =1.

spread: The base inaccuracy when a bullet is fired (degrees).
* Negative numbers are basically the same.
* Barrier does not reduce spread.
* Weapon Handling does reduce spread, but ONLY for guns with 1 pellet, so using Weapon Handling with shotguns will not affect spread.

recoil: The increase of inaccuracy for each SHOT fired (degrees per SHOT).
* Rate of recoil decrease is hard-coded, Barrier reduces recoil by 50%.
* If a weapon fires more than 1 pellet (like a shotgun), then recoil will cause all pellets to fire in one general direction.
* If negative, recoil is effectively 0. However, it has an interesting effect on crosshair; it will decrease in size initially, then increase like normal recoil.
* There is a threshold recoil level. If you fire a weapon and its recoil goes beyond a certain value, the weapon will suddenly have 0 recoil (crosshair will still remain very big). [need to test this]
* Recoil will stop increasing when you have fired X amount of shots continuously with shootStyle=1. If you let go of the shoot button and then press it again immediately, it is possible for recoil to increase even further and eventually reach threshold recoil level. This is assuming you have enough ammo to do this.

movementRecoil: The increase of inaccuracy while moving(degrees).
* If negative, movementRecoil is effectively 0. However, it has an interesting effect on crosshair; it will decrease in size when moving. [test: extreme -ve values will increase crosshair size?]
* This is considered a form of recoil so Weapon Handling does decrease movementRecoil.
* movementRecoil and sprintRecoil are completely independent of each other. So if you set a gun to have high movementRecoil (say 20) but a low sprintRecoil (say 1), you'll get a gun which is inaccurate while walking but very accurate while sprinting.

sprintRecoil: The increase of inaccuracy while sprinting (degrees).
* It works just like movementRecoil except that you need to sprint for sprintRecoil to trigger.
* movementRecoil and sprintRecoil are completely independent of each other. So if you set a gun to have high movementRecoil (say 20) but a low sprintRecoil (say 1), you'll get a gun which is inaccurate while walking but very accurate while sprinting.

movementSpeed: A movement speed multiplier when holding this weapon.
* 0 = mutant will not respond to your WASD movement keys, but still movable by Force.
* Negative numbers will cause your mutant to move in the opposite direction ie: left = right etc

bounces: How many times the bullet can bounce before it explodes. If greater than 0 the bullet will fall with gravity.
* When =0, bullet will travel straight and NOT lose speed over range
* When >0, bullet will fall with gravity. The practical range of a bullet with bounce is related to its speed.
* When >0, the bullet will fall towards where the player's cursor is pointed at
* When =1, bullet will explode as soon as it comes into contact with anything
* When >1, bullet can bounce off a wall/floor at least once. 2=once, 3=twice. This bouncing does not apply when hitting a player
* When >0, spread will also apply vertically ie: bullets can fly downwards. Very dangerous if you are also using this property with explodeRange (unless you have steerSpeed>0 and have targets).
* Every bounce reduces the speed of the bullet.
* steerSpeed (seeking) can cause the bullet to defy gravity and the speed decrease from bounce and thus act like a homing bullet rather than a mere bouncing bullet. This is provided that the bullet has found a target that it wishes to seek towards.
* Negative numbers are treated as 0.
* If you combine explodeRange>0 with Bounce>0, the weapon will not work with Phasic Bullets.
[check decimals; validity of >0 required]

canBeLobbed: Allows a projectile to be thrown over walls. Only works if bounces > 0.
* If =0, bullet cannot be lobbed
* If >0, bullet can be lobbed [testing needed], where the higher the number, the faster the speed of the projectile during lobbing, which is extremely useful when compensating for the height increase from lobbing if the bullet has a high speed value.
* Negative numbers are treated as 0.

size: Size determines both the weight of the weapon and how long it lasts when dropped on the ground.
* Setting size to 0 will cause weapon to be undroppable and will not be dropped on death.
* Setting the Knife to have a size greater than 1 will allow the Knife to be droppable. Even if you are carrying a lightsaber or Bat, you will drop a Knife on the floor, and you can pick it up.
* Gangsters will drop knives on death if size >1 for knife because they do have a knife in their inventory.
* When you have no weapons, your weapon's sprite will be the last weapon you had in your hand. Game will eventually crash when you have no weapons on your hand.
* Negative number is valid. Carrying a weapon with negative weight reduces your weight. Weapon can be dropped. Duration on ground is same as a weapon with size of equal value.

zoom: Determines how far the user can see with this weapon equipped.
* Negative number will cause you to look in the opposite direction.
* Note that this has no units. Not measured in metres.
[Need to test effect on gangsters.]

shadowZoom: Determines if this weapon has the ability to make people who are hiding behind non-full-collision walls or are of a different height more visible. 0 = normal. 1 = zoomed.
* Number that is not 1 is treated as no shadowzoom.

penetratesBarrier: Determines if this weapon can shoot through barrier. 0 = normal. 1 = pierces.
* Number that is not 0 is treated as pierce barrier completely (ie: 0.5 is same as 1).
* Note that shooting through Barrier means Barrier does not take any damage at all while hp takes all the damage.

penetratesPlayers: Determines if this weapon can shoot through players. 0 = normal. 1 = pierces.
* Number that is not 0 is treated as pierce players (ie: 0.5 is same as 1).
* A bullet with this property can only hit the same person ONCE in its lifetime.
* penetratePlyers=1 with bounce>0 does not pierce the same person more than once.

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 Post subject: Re: Subvein Modding Guide
PostPosted: Thu 01 Sep 2011, 17:32 
Subvein Creator
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Joined: Sun 15 Mar 2009, 03:50
Posts: 3964
Location: Sydney, Australia
Gender: Male
Quote:
penetratesBarrier: Determines if this weapon can shoot through barrier. 0 = normal. 1 = zoomed.

penetratesPlayers: Determines if this weapon can shoot through players. 0 = normal. 1 = zoomed.


Copy pasted the word 'zoomed' there :p

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 Post subject: Re: Subvein Modding Guide
PostPosted: Thu 01 Sep 2011, 21:42 
Super Mutant
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Joined: Sun 05 Jul 2009, 19:08
Posts: 2319
Location: Singapore
Gender: Male
Evlesoa's Mod
Code:
WEAPON DATA: Subvein v0.601
MOD CREATED BY: Evlesoa
THANKS TO: HerpDerp and STM1993 for suggestions.
CURRENT VERSION: (1.081)
How VERSION works: Every time a small change is made, add 0.001 to the current version. If a major change is made, add 0.010.

cost: The purchase price of the weapon.

ammoCostRatio: How much it costs to refill with ammo.

shootStyle: How the bullet is fired: 0 = semi auto. 1 = full auto.

force: The force of the bullet on impact.

damage: The base damage of each bullet (hitpoints).

vehicleDamageMultiplier: A multiplier for damage dealt to vehicles.

radioDamageMultiplier: A multiplier for damage dealt to someone carrying the radio.

explodeRange: The explosive range of each bullet (metres).

shockTime: The stun duration of the bullet (seconds).

flashTime: The flash duration of the bullet upon exploding (seconds).

steerSpeed: The steering speed towards enemies (degrees per second).

drawTime: How long the weapon takes to draw (seconds).

speed: The initial velocity of the bullet (metres per second).

range: The firing range of each bullet (metres).

bulletDistanceFadeOff: The multiplier for how much damage a bullet does by the end of its range.

pellets: How many pellets are fired with each shot.

reload: The time it takes to reload the weapon (seconds).

rpm: The number of bullets the weapon can fire each minute (rounds per minute).

clipSize: How many bullets there are in each clip (bullets).

clips: The maximum number of clips stored. 0 = infinite ammo.

stackableClips: Determines if the clips will be stacked one at a time (like grenades). 0 = normal. 1 = stackable.

spread: The base inaccuracy when a bullet is fired (degrees).

recoil: The increase of inaccuracy for each bullet fired (degrees per bullet).

movementRecoil: The increase of inaccuracy while moving(degrees).

movementSpeed: A movement speed multiplier when holding this weapon.

bounces: How many times the bullet can bounce before dying/exploding. If greater than 0 the bullet will fall with gravity.

canBeLobbed: Only applies if bounces is greater than 0. 0 = direct shot only. 1 = can be lobbed.

size: The weight of the weapon.

zoom: Determines how far the user can see with this weapon equipped.

shadowZoom: Determines if this weapon can zoom further vertically. 0 = normal. 1 = zoomed.


[COMBAT KNIFE]
cost=0;
ammoCostRatio=1;
shootStyle=1;
force=1;
damage=8;
vehicleDamageMultiplier=0.05;
radioDamageMultiplier=0.75;
explodeRange=0;
shockTime=0.25;
flashTime=0;
steerSpeed=0;
drawTime=0.1;
speed=20;
range=3;
bulletDistanceFadeOff=1;
pellets=4;
reload=0;
rpm=500;
clipSize=1;
clips=0;
stackableClips=0;
spread=30;
recoil=0;
movementRecoil=1;
movementSpeed=1.5;
bounces=0;
canBeLobbed=0;
size=0;
zoom=100;
shadowZoom=0;

[GRENADE]
cost=1337;
ammoCostRatio=1;
shootStyle=1;
force=100;
damage=18;
vehicleDamageMultiplier=5;
radioDamageMultiplier=0.5;
explodeRange=6;
shockTime=0;
flashTime=0.2;
steerSpeed=110;
drawTime=0.1;
speed=25;
range=100;
bulletDistanceFadeOff=1;
pellets=1;
reload=2;
rpm=90;
clipSize=20;
clips=6;
stackableClips=0;
spread=25;
recoil=3;
movementRecoil=5;
movementSpeed=1.2;
bounces=10;
canBeLobbed=1;
size=1;
zoom=100;
shadowZoom=0;

[FLASH BANG]
cost=1337;
ammoCostRatio=1;
shootStyle=1;
force=1;
damage=0;
vehicleDamageMultiplier=0;
radioDamageMultiplier=1;
explodeRange=6;
shockTime=0;
flashTime=3.5;
steerSpeed=120;
drawTime=0.1;
speed=20;
range=100;
bulletDistanceFadeOff=1;
pellets=1;
reload=2;
rpm=90;
clipSize=20;
clips=2;
stackableClips=0;
spread=0;
recoil=3;
movementRecoil=5;
movementSpeed=1.2;
bounces=8;
canBeLobbed=1;
size=1;
zoom=100;
shadowZoom=0;

[BAZOOKA]
cost=1337;
ammoCostRatio=1;
shootStyle=1;
force=100;
damage=20;
vehicleDamageMultiplier=20;
radioDamageMultiplier=0.5;
explodeRange=20;
shockTime=0.5;
flashTime=1;
steerSpeed=10;
drawTime=1;
speed=40;
range=100;
bulletDistanceFadeOff=0.8;
pellets=2;
reload=2.5;
rpm=25;
clipSize=20;
clips=6;
stackableClips=0;
spread=6;
recoil=3;
movementRecoil=5;
movementSpeed=1.2;
bounces=1;
canBeLobbed=0;
size=5;
zoom=100;
shadowZoom=0;
penetrateplayers=0;

[USP TACTICAL]
cost=999;
ammoCostRatio=0.5;
shootStyle=0;
force=10;
damage=33;
vehicleDamageMultiplier=0.5;
radioDamageMultiplier=0.45;
explodeRange=0;
shockTime=0;
flashTime=0;
steerSpeed=0;
drawTime=0.05;
speed=60;
range=60;
bulletDistanceFadeOff=0.5;
pellets=1;
reload=1.2;
rpm=400;
clipSize=24;
clips=6;
stackableClips=0;
spread=0.25;
recoil=1;
movementRecoil=1.5;
movementSpeed=1;
bounces=0;
canBeLobbed=0;
size=1;
zoom=100;
shadowZoom=0;

[DESERT EAGLE]
cost=1337;
ammoCostRatio=0.75;
shootStyle=1;
force=10;
damage=2;
vehicleDamageMultiplier=0.7;
radioDamageMultiplier=0.45;
explodeRange=0;
shockTime=0;
flashTime=0;
steerSpeed=0;
drawTime=0.33;
speed=65;
range=10;
bulletDistanceFadeOff=1;
pellets=4;
reload=2;
rpm=2000;
clipSize=300;
clips=10;
stackableClips=0;
spread=30;
recoil=0;
movementRecoil=0;
movementSpeed=1.4;
bounces=0;
canBeLobbed=0;
size=1;
zoom=100;
shadowZoom=0;

[SHOCK REVOLVER]
cost=1337;
ammoCostRatio=0.75;
shootStyle=0;
force=20;
damage=5;
vehicleDamageMultiplier=100;
radioDamageMultiplier=0.45;
explodeRange=10;
shockTime=3.5;
flashTime=0;
steerSpeed=120;
drawTime=0.01;
speed=30;
range=80;
bulletDistanceFadeOff=0.8;
pellets=1;
reload=3;
rpm=20;
clipSize=16;
clips=2;
stackableClips=0;
spread=0.2;
recoil=1;
movementRecoil=1;
movementSpeed=1.2;
bounces=0;
canBeLobbed=0;
size=1;
zoom=150;
shadowZoom=0;

[UZI]
cost=1337;
ammoCostRatio=0.75;
shootStyle=1;
force=5;
damage=3;
vehicleDamageMultiplier=0.5;
radioDamageMultiplier=0.45;
explodeRange=0;
shockTime=0;
flashTime=0;
steerSpeed=0;
drawTime=0.9;
speed=150;
range=100;
bulletDistanceFadeOff=3;
pellets=5;
reload=1;
rpm=900;
clipSize=100;
clips=6;
stackableClips=0;
spread=20;
recoil=5;
movementRecoil=5;
movementSpeed=1.2;
bounces=4;
canBeLobbed=0;
size=3;
zoom=100;
shadowZoom=0;

[MP5]
cost=1337;
ammoCostRatio=0.75;
shootStyle=1;
force=1;
damage=2;
vehicleDamageMultiplier=0.5;
radioDamageMultiplier=0.45;
explodeRange=15;
shockTime=0;
flashTime=0;
steerSpeed=0;
drawTime=1;
speed=0.1;
range=15;
bulletDistanceFadeOff=0.33;
pellets=5;
reload=1;
rpm=180;
clipSize=48;
clips=6;
stackableClips=0;
spread=1.5;
recoil=1;
movementRecoil=1;
movementSpeed=1.2;
bounces=5;
canBeLobbed=0;
size=4;
zoom=100;
shadowZoom=0;

[M3 SUPER]
cost=1337;
ammoCostRatio=0.75;
shootStyle=1;
force=3;
damage=0.5;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.45;
explodeRange=3;
shockTime=0;
flashTime=0;
steerSpeed=0;
drawTime=1;
speed=30;
range=100;
bulletDistanceFadeOff=6;
pellets=49;
reload=2.5;
rpm=90;
clipSize=100;
clips=2;
stackableClips=0;
spread=15;
recoil=2;
movementRecoil=5;
movementSpeed=1.2;
bounces=1;
canBeLobbed=1;
size=5;
zoom=100;
shadowZoom=0;

[SPAS-12]
cost=1337;
ammoCostRatio=0.75;
shootStyle=1;
force=5;
damage=2;
vehicleDamageMultiplier=1.5;
radioDamageMultiplier=0.45;
explodeRange=3;
shockTime=0;
flashTime=0;
steerSpeed=720;
drawTime=1;
speed=25;
range=99999;
bulletDistanceFadeOff=1;
pellets=15;
reload=2;
rpm=100;
clipSize=32;
clips=6;
stackableClips=0;
spread=10;
recoil=2;
movementRecoil=3;
movementSpeed=1.2;
bounces=1;
canBeLobbed=1;
size=4;
zoom=150;
shadowZoom=0;
penetratesPlayers=1;

[NAILGUN]
cost=1337;
ammoCostRatio=0.75;
shootStyle=1;
force=10;
damage=5;
vehicleDamageMultiplier=0.75;
radioDamageMultiplier=0.45;
explodeRange=0;
shockTime=0;
flashTime=0;
steerSpeed=1;
drawTime=1;
speed=60;
range=60;
bulletDistanceFadeOff=3;
pellets=1;
reload=3;
rpm=1800;
clipSize=300;
clips=2;
stackableClips=0;
spread=1;
recoil=0.5;
movementRecoil=1;
movementSpeed=1.2;
bounces=9;
canBeLobbed=0;
size=4;
zoom=100;
shadowZoom=1;
penetrateplayers=0;

[BLAST CANNON]
cost=13337;
ammoCostRatio=0.75;
shootStyle=1;
force=5;
damage=10;
vehicleDamageMultiplier=1;
radioDamageMultiplier=0.45;
explodeRange=0;
shockTime=0;
flashTime=0;
steerSpeed=0;
drawTime=1;
speed=0.35;
range=5;
bulletDistanceFadeOff=0.7;
pellets=80;
reload=3;
rpm=60;
clipSize=100;
clips=2;
stackableClips=0;
spread=360;
recoil=3;
movementRecoil=5;
movementSpeed=1.3;
bounces=0;
canBeLobbed=1;
size=6;
zoom=100;
shadowZoom=0;

[AK47]
cost=1337;
ammoCostRatio=0.75;
shootStyle=1;
force=15;
damage=1;
vehicleDamageMultiplier=2;
radioDamageMultiplier=0.45;
explodeRange=0;
shockTime=0;
flashTime=0;
steerSpeed=450;
drawTime=1;
speed=20;
range=99999;
bulletDistanceFadeOff=1;
pellets=15;
reload=2;
rpm=60;
clipSize=32;
clips=6;
stackableClips=0;
spread=70;
recoil=5;
movementRecoil=5;
movementSpeed=1.2;
bounces=25;
canBeLobbed=1;
size=4;
zoom=150;
shadowZoom=0;
penetratesPlayers=1;
penetratesBarrier=0;

[M4A1]
cost=1337;
ammoCostRatio=0.75;
shootStyle=1;
force=10;
damage=15;
vehicleDamageMultiplier=0.7;
radioDamageMultiplier=0.45;
explodeRange=0;
shockTime=0.2;
flashTime=0;
steerSpeed=0;
drawTime=1;
speed=60;
range=60;
bulletDistanceFadeOff=0.6;
pellets=1;
reload=2;
rpm=750;
clipSize=60;
clips=6;
stackableClips=0;
spread=0;
recoil=1;
movementRecoil=4;
movementSpeed=1.2;
bounces=0;
canBeLobbed=0;
size=4;
zoom=100;
shadowZoom=0;
penetratesPlayers=0;

[M249 SAW]
cost=1337;
ammoCostRatio=0.75;
shootStyle=1;
force=10;
damage=2;
vehicleDamageMultiplier=0.7;
radioDamageMultiplier=0.45;
explodeRange=0;
shockTime=0;
flashTime=0;
steerSpeed=0;
drawTime=1;
speed=25;
range=5;
bulletDistanceFadeOff=0.8;
pellets=140;
reload=4;
rpm=280;
clipSize=200;
clips=6;
stackableClips=0;
spread=360;
recoil=1;
movementRecoil=10;
movementSpeed=1.4;
bounces=0;
canBeLobbed=0;
size=5;
zoom=100;
shadowZoom=0;

[M60]
cost=1337;
ammoCostRatio=0.75;
shootStyle=1;
force=5;
damage=3;
vehicleDamageMultiplier=3;
radioDamageMultiplier=0.45;
explodeRange=0;
shockTime=0;
flashTime=0;
steerSpeed=25;
drawTime=1;
speed=15;
range=100;
bulletDistanceFadeOff=6;
pellets=100;
reload=3;
rpm=60;
clipSize=30;
clips=6;
stackableClips=0;
spread=360;
recoil=1;
movementRecoil=10;
movementSpeed=1.3;
bounces=2;
canBeLobbed=1;
size=5;
zoom=100;
shadowZoom=0;

[SEEK RIFLE]
cost=13337;
ammoCostRatio=0.5;
shootStyle=1;
force=10;
damage=14;
vehicleDamageMultiplier=0.75;
radioDamageMultiplier=0.45;
explodeRange=0;
shockTime=0;
flashTime=0;
steerSpeed=75;
drawTime=1;
speed=20;
range=60;
bulletDistanceFadeOff=0.66;
pellets=1;
reload=3;
rpm=500;
clipSize=200;
clips=2;
stackableClips=0;
spread=0;
recoil=0;
movementRecoil=3;
movementSpeed=1.2;
bounces=0;
canBeLobbed=0;
size=6;
zoom=150;
shadowZoom=0;

[MINIGUN]
cost=13337;
ammoCostRatio=1;
shootStyle=1;
force=80;
damage=14;
vehicleDamageMultiplier=1.3;
radioDamageMultiplier=0.45;
explodeRange=0;
shockTime=0;
flashTime=0;
steerSpeed=0;
drawTime=1;
speed=50;
range=60;
bulletDistanceFadeOff=0.33;
pellets=1;
reload=4;
rpm=1800;
clipSize=400;
clips=2;
stackableClips=0;
spread=12;
recoil=1;
movementRecoil=8;
movementSpeed=1.2;
bounces=0;
canBeLobbed=0;
size=6;
zoom=100;
shadowZoom=0;

[RUGER]
cost=1337;
ammoCostRatio=0.75;
shootStyle=1;
force=5;
damage=3;
vehicleDamageMultiplier=1;
radioDamageMultiplier=0.75;
explodeRange=0;
shockTime=0;
flashTime=0;
steerSpeed=20;
drawTime=1;
speed=100;
range=100;
bulletDistanceFadeOff=0.5;
pellets=1;
reload=2;
rpm=2500;
clipSize=600;
clips=6;
stackableClips=0;
spread=0;
recoil=0;
movementRecoil=0;
movementSpeed=1.2;
bounces=0;
canBeLobbed=0;
size=3;
zoom=150;
shadowZoom=0;

[PSG-1]
cost=1337;
ammoCostRatio=0.75;
shootStyle=0;
force=90;
damage=90;
vehicleDamageMultiplier=1;
radioDamageMultiplier=0.75;
explodeRange=0;
shockTime=0;
flashTime=0;
steerSpeed=0;
drawTime=1;
speed=200;
range=150;
bulletDistanceFadeOff=1.2;
pellets=1;
reload=3;
rpm=60;
clipSize=30;
clips=6;
stackableClips=0;
spread=0;
recoil=1;
movementRecoil=25;
movementSpeed=0.88;
bounces=0;
canBeLobbed=0;
size=6;
zoom=250;
shadowZoom=0;

[RAILGUN]
cost=13337;
ammoCostRatio=0.5;
shootStyle=1;
force=10;
damage=1.25;
vehicleDamageMultiplier=1;
radioDamageMultiplier=0.75;
explodeRange=0;
shockTime=0.3;
flashTime=0;
steerSpeed=90;
drawTime=1;
speed=14;
range=150;
bulletDistanceFadeOff=0.75;
pellets=50;
reload=3;
rpm=60;
clipSize=100;
clips=2;
stackableClips=0;
spread=125;
recoil=1;
movementRecoil=10;
movementSpeed=1.2;
bounces=0;
canBeLobbed=0;
size=6;
zoom=250;
shadowZoom=1;

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 Post subject: Re: Subvein Modding Guide
PostPosted: Thu 29 Sep 2011, 11:18 
Super Mutant
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Joined: Wed 09 Dec 2009, 09:35
Posts: 1980
Location: Alberta, Canada
Gender: Male
*stickied* Oh, wait...

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 Post subject: Re: Subvein Modding Guide
PostPosted: Sat 01 Oct 2011, 14:02 
Super Mutant
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Joined: Sun 05 Jul 2009, 19:08
Posts: 2319
Location: Singapore
Gender: Male
Updated to include the new sprint and recoil changes.

Need to test:
* Does penetratePlayers=1 with bounce>0 still penetrate the same player only up to once?
* Exact time taken for Shock to make you reach 0% movement speed.
* Exact rate of decrease of recoil.
* If clipSize is negative but clips is >1 and stackableClips=1, weapon can be constantly purchased and refilled; attempting to refill the weapon is a waste of money. [check validity of clips >1]
* If negative, movementRecoil is effectively 0. However, it has an interesting effect on crosshair; it will decrease in size when moving. [test: extreme -ve values will increase crosshair size?]
* For bounce: [check decimals; validity of >0 required]
* If >0, bullet can be lobbed [testing needed as to whether it must be at least 1 or can be any positive number aside from 0], where the higher the number, the faster the speed of the projectile during lobbing, which is extremely useful when compensating for the height increase from lobbing if the bullet has a high speed value.
* The effect of range and zoom on bots (gangsters)

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