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Topic: Modifying weapon stats
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Can you elaborate? I see the linked projectiles for shotgun (Rifled Slug -516) , and it lists the Hybrid shotgun, shotgun, and so on. I know you said earlier that player shotgun and Hybrid shotguns are different, but seeing them linked, it's worrisome, I guess.

Further, when I click on the links, I don't see what number to edit.

674389cc8d772voodoo47

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it's again, sources on the projectiles. try -516 standard impact.

hybrid shotgun is a player weapon, different from actual hybrid'S shotgun.

and yeah, everything is worrisome in Shocked - it's extremely, extremely easy to screw things up just by looking at it funnily. that's why I recommend dml modding if just tweaking values is what you are after, as those changes are easy to track, and can be reverted without issues if found harmful.
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I guess what I'm worried about, irrationally or no, is that if I lower MY shotgun damage, it'll lower the Shotgun Hybrid's damage, but that doesn't seem to be the case, correct? Just want final clarification.

674389cc8d9ebvoodoo47

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the full answer is no, unless the gamesys has been set up to specifically do that.

see all the different projectiles under -1339.
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Alright, edited the standard impact for the conventional weapons. I'll do some testing later. Thanks for the help man, you're awesome!.  :thumb:

674389cc8dc18voodoo47

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I'm many things, but doubt awesome is one of them. anyway, have fun - and back the gamesys up between edits, a LOT.
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Well, I appreciate the help, regardless.  :D

Did some testing and, unfortunately, didn't seem to do anything. Here's where I went: Projectile > bullet_proj > Shotgun Projectiles > Double Slug for testing, since the double shot setting on the shotgun is way too strong IMO. Set the intensity to 1 just for testing, does nothing. Thought it'd maybe have to take place via loading another level, and I set the Rifled Slug to 20 for testing. No difference.

Clearly, I'm doing something wrong. The major thing I want to do is close the discrepancy between Normal and Double shot on the Shotgun. With my edits to enemy HP, modified Shotgun +15 damage (Secmod btw), and Standard Weapons skill of 4, it takes 8 shells on Normal shot mode to down a Hybrid but Double shot insta kills most things apparently.
« Last Edit: 21. July 2018, 23:42:54 by Joe »
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Did some testing with Populism's Difficulty Mod, and I noticed that the hierarchy is a bit different - it goes Projectiles > Shotgun Projectiles > Rifled Slug. Changing the impact on Pop's .gam DOES make a difference. Changing it on Secmod 3's .gam does NOT make a difference.
« Last Edit: 22. July 2018, 12:40:27 by Joe »
Re: SS2 TF's Secmod 3
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Hey TF, I'm trying to change Standard Weapon damage but none of my changes are doing anything. I tried Populism's Difficulty Mod's shock2.gam and the changes I made to the Projectile tree DID work in game. With Secmod's .gam, however, no changes to my projectiles do anything. I could set Rifled Slug to 100 and it makes no difference. Why is this? I'd really love to tone down the double shot damage among other weapon damages but again, they don't do anything.

What are the right settings to tweak?
« Last Edit: 22. July 2018, 12:44:58 by Joe »

674389cc8e0c0voodoo47

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again, it all depends on how the gamesys is set up. the only thing you can do is roll up your sleeves and start digging, finding out what's what.

674389cc8e438ThiefsieFool

Re: Re: SS2 TF's Secmod 3
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Not sure what's going on there, try to look at the whole hierarchy for a projectile and check every object for stims, every object will inherit damage stims (and cumulate them) from all its parent objects.
Re: Re: SS2 TF's Secmod 3
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Can you elaborate on “look at the whole hierarchy for a projectile?” Should I just change every stim?

674389cc8e838ThiefsieFool

Re: Re: SS2 TF's Secmod 3
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Can you elaborate on “look at the whole hierarchy for a projectile?” Should I just change every stim?
Find the lowest object in the hierarchy for shotgun slugs or what interests you, then check all the parents of that object for stims.
Re: Re: SS2 TF's Secmod 3
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The only stims I see in Rifled Slug -516 are HeadshotStim, MetalStim, and ProjectileStim, the latter two in Shotgun Projectiles -519. Do those mean anything to you?

EDIT: MetalStim has no variables to change as far as I can tell. Setting ProjectileStim to the same as StadardImpact did nothing. HadshotStim I assume is only for Sharpshooter.
« Last Edit: 23. July 2018, 13:09:46 by Joe »

674389cc8ea9cThiefsieFool

Re: Re: SS2 TF's Secmod 3
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StandardImpact should be the only stim that you want to change, it would be very curious if changing that stim's intensity has no impact on the damage.
Re: Re: SS2 TF's Secmod 3
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It doesn't. Like I said, I changed it to 100 just for shits and giggles and it doesn't make a difference in damage.

Just to be clear, here's where I go: Projectile -1339 > bullet proj -5593 > Shotgun Projectiles -519 > Rifled Slug -516 > Act/React > Sources: Standard Impact -385. Changed Intensity to 100. Takes the same shots to kill something as if it was set to 0.

EDIT: It's weird because the changes I've made to enemies and their damage does work, so clearly I'm using the right .gam.

674389cc8ed23ThiefsieFool

Re: Re: SS2 TF's Secmod 3
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Well I'm home so I've tested it myself, changing the StandardImpact stim on objects -516 and -3422 works as expected and increases/decreases damage. Maybe you're not saving the values somehow.
Re: Re: SS2 TF's Secmod 3
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When I make a change, I save over the shock2.gam in the Secmod folder. When I boot the editor up again, the values are what they were changed to.
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