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#411
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Damn frontgrips (or FOREGRIPS, as they should be named)
So I ordered the MP5A4 RIS from Stefan Uribe and compared it to its normal counterpart, the model without a foregrip. ![]() I'm guessing the game thinks there's a bipod attached to it, and therefore gun Balance suffers, which would make the gun LESS accurate. What good does a foregrip do exactly in gameplay terms? Its description field is blank. |
#412
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The reason the frontgrip(or foregrip, foreskin etc
![]() It is common knowledge that in this game the lower balance a weapon has, the better grouping when using automatic fire. There has been some other views that claims the opposite, but my own testing has confirmed it. I noticed that with high balance the bullets follow a path from the left to the right. When with a low balance they tend to hit more randomly, but still closer together. And the higher balance a weapon has, the faster you can raise it and acquire the target, or so I've been told, never did much testing on that myself. Try testing it and come to your own conclusion if you don't believe me ![]() |
#413
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One reason for the balance change could be that one of those guns is unloaded. Heavier magazines (e.g. double mags or beta-cs) generally bring down balance, so compare again after loading the other up fully.
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#414
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Hey R@S, I'll post this here since my gmail is playing up.
Yes I'm still interested in making weapons for BSM - I've got several based around the M1911A1 on the go currently - but I've been busy with work and then helping with hay season on the family farm. Plus to top it off I started playing Peace Walker on my PSP and well... Three in the morning tends to be a common time for me to realize what time it is and go to bed. As for the BAR in question, I've plans to make my own models and work off my own maps. Plus the BAR I want to implement I want to see as just an automatic rifle, not a machine gun. I finished Peace Walker last night but I'm on a mission to S Rank every thing and get all the weapons. But I will get back to this. ;D |
#415
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That's great news fallschirmjager, I'm looking forward to see what you've come up with. But take your time, I know from experience that it takes a lot of time texturing the buggers. I did manage to imporve the BAR textures from Immortal Badass to a presentable shape, but if you've got something even better I won't waste more time on it.
I sent out a feeler to Deadhead about using the HLA launcher to get rid of the ammo clip limit. The guy who did most of the work is not available right now but will be back in a week or so. Hopefully he'll give his OK and we'll be able to add as many as 2048 clips ![]() It's been very slow at work this week so I've had time to go over the shop inventories. There will be a few unique weapons that can't be bought, I've added those to character inventories instead, making them one of a kind. There is also a few sniper rifles I plan to add through an order script, making them rare, in some cases even unique, and they'll cost a leg and an arm ![]() |
#416
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Do you mean that the ammo/item limit will be unlocked ? As for the weapons ?
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Remember to breathe just before pulling the trigger ! |
#417
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Yeppers, it also increases the add-on limit to 4096. There are a lot of other things included in the launcher, I need some time to test it and see what possible side effects it has with BSM. I know they've added a Iron-Man mode that limits the number of saves you have when fighting, and the number of points you get to spend when creating your character is now 100, not 30. The best thing must be the new user-function they've added, those will be very useful when coding new missions and game functions.
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#418
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So that's an "open door" for new weapons !
I've started my first modelling : a TEC-9 (the one from GTA cause I can't figure out who was the constructor). But it starts to be a completely irrealistic weapon. Modelling's very hard for me since I've only played with 2D files over the past 10 years ! So I progress very slowly. What's that "new user function" ?
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Remember to breathe just before pulling the trigger ! |
#419
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A quick google translate shows this:
-GetCurrentMerc - get LocalID measurement, the currently selected -ChangeItemOwner - picks up the subject of one NPC and other issues -ShowMap - shows an open global map (without fog) -EnableSaveOnBattle - the management regime of "Iron Will" -ShowDialog - displays a dialog with the specified text and different variants of the buttons -SetItemCondition - change the subject wear -A set of functions for working with XML-files (including XPath) -A set of functions for working with the inventory directly to the NPC, as well as to work with the contents of vehicles (cab and trunk) -IsFileExists - checking existence of file EDIT: Here's a link from theBrain that might help you with the TEC-9 work Last edited by R@S; 12-30-2010 at 04:08 PM. |
#420
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Yeah ok maybe I'll do some more testing, but still, what does the Foregrip do exactly in the game? I don't remember it being in the unmodded game? Is it just eye candy? I did do some testing with those two weapons in the screenshot but I didn't see any difference after emptying several clips. But my focus was on the foregrip then, and not the actual balance stat. The game manual has few interesting things to say about balance and weight (since gun weight and balance are linked). Balance is said being the "distribution of mass along the gun's weight" and that balance is "most important when firing bursts". "The higher the value, the more balanced the weapon." Changing gun's weight changes its balance stat, and it says "weight also affects accuracy in all firing modes". I could speculate for an hour what that all translates into but I will take all the existing speculation seriously and try to shed some light into this through a series of "livefire" tests. |
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