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7,62 Tactical action game, sequel to Brigade E5

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Old 07-09-2010, 07:23 AM
R@S R@S is offline
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First off, the reason there are so many types of weapons that have very similar stats is to make the looting more fun. The more weapons you add to the game, the more variations in enemy load-outs there will be and you can create factions with a specific weapon suopplyer wihout them all carrying the same weapons. How would you like it if after an encounter all you would find was 18 AK-74's and 2 RPK's? It would make the game pretty boring after a while, at least I think so. One can of course set the percentage chance of a weapon turing up in a shop to prevent the cluttering of the screen, having some weapons only have a 10% chance. In my experience that woul mean running around trying to find a trader that sells the weapon I want. I made a compromise in the BSM and gave all the weapons a 50% chance, it reduces the clutter and there's still no need to run around too much.

I read somewhere that damage is calculated with a formula that also takes the distance to the target. This means that if you shoot someone at point blank range their damage would be bigger than if you shot them from a distance. Then there's the various settings in the AMMOINFO file that are added to the formula, like caliber, tumbling and whatnot. The more you play around whith these figures, the more you'll realize what a impressive and complex system it is.

Take the 5.56x45 and the.458 as an example. If you gave a weapon with the same stats the ability to fire both these rounds, you'd find that the range of the 5.56 round is far greater. This is becase the calculations for them includes their weight, and other attibutes. And since the .458 weighs more it also decreses the accuracy, range and several other things. Do as Safoolfool, play around with it a bit and you'll get a better idea of what I'm trying to say

And yes, SUM stands for Stefan Uribe Modified, him being the weapon smitty from BE5 that I added to 7.62 for sentimental reasons
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Old 07-09-2010, 07:47 AM
Chortles Chortles is offline
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I'd love it if you could somehow create a gun range "area"/"mission" to let us hop straight to the in-game "live fire" ballistics testing.
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Old 07-09-2010, 08:01 AM
R@S R@S is offline
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I'll prolly add that when the testing of the new global AI and the new reloaded maps starts. If you help with that you'll be given a chance to do your testing. I'll add a map guide that will send you directly to selected map and as the testing progresses I'll add enemies as well. It's my usual progress, just ask the testers of the ARM project
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Old 07-09-2010, 09:15 AM
Chortles Chortles is offline
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What could I do on that front? (Yes, I consider this "hop in on the closed beta." )

I don't know if you've ever heard of Op7, but that game (free-to-play+microtransactions online FPS) has a Preview function for weapons and (primary weapon) attachments you're checking out; when you click the Preview button, your character is sent to a basement shooting range with three stalls (differing in distance to the target), armed with the chosen weapons and attachments... something like that'd be great for playtesting the in-game ballistics. I've actually just made my own first "adjustment" -- made the M1911A1 able to support a suppressor (for simplicity's sake the .45 USP Tactical's) along with a laser or flashlight... unfortunately, those are appearing on the front of the pistol grip, instead of under the barrel.
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Old 07-09-2010, 09:40 AM
R@S R@S is offline
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Quote:
Originally Posted by Chortles View Post
I've actually just made my own first "adjustment" -- made the M1911A1 able to support a suppressor (for simplicity's sake the .45 USP Tactical's) along with a laser or flashlight... unfortunately, those are appearing on the front of the pistol grip, instead of under the barrel.
This is where the \GameDir\Actors\Items\*.ACT.INF files come into play. By adjusting the values for the attachments you'll be able to move them into their right place. It's the last 3 numbers you should alter, the control Front/Back, Up/Down and Left/right. But that might vary depending on how the model was created, the only ne that is always the same is the Up/down one, the 2 others might switch places but it's easy to figure that out with a little testing.

Never played any games online, I have too slow Internet connection speed. But I did think about adding such a feature as trying before buying, but since one can alway test all the weapons by cheating it would be too much work for something already easily done.

Now I'm off to work, laterz
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Old 07-09-2010, 10:23 AM
Chortles Chortles is offline
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So it has nothing to do with, say, the order in which I add the attachment slot to ITEMBONES? That should be nice, except for one problem... there isn't an Items subfolder in the Actors directory post-patch! All that's there is the "Monsters" subfolder... unless I botched the unofficial patch+BSM installation??

Regarding my experimenting methodology thusfar: In general my "attachment/gear" tinkering mainly involves the inventory editor and Notepad, but if I need a "live fire" test, I tend to just start up a game and go straight towards the Weird Looking Hooker to take that quest -- since BSM's disabled the vanilla game's starting ambush (I guess because of your lack of starting gear), it's the quickest way I can get a relatively "open air" firefight going.
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Old 07-09-2010, 05:40 PM
R@S R@S is offline
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Use the AZP.EXE in the mod kit to extract the ACT files. I'm sure i've posted the link to it here somewhere, but to make it easy, here it is again:
7.62 - Mod-kit and Source Code

The files you're looking for should be in the Patch_1_12.azp archive.

If you wanna ease the testing, open up the console and write enter_dev_mode, hit enter then write shop then enter, and you'll get to the cheater shop. Once you've chosen your gear, exit the shop and shoot the nearest cop/guard and go nut
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