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Topic: Ammo count by deck Read 1327 times  

673f504676846RocketMan

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I have a vague recollection that somebody once listed how many bullets, shells, worms, etc were on each deck of the game.  Was that in a walkthrough or a post here or somewhere else?  I can't remember and my searches only pull up bits and pieces. 

I'd like to find my way back into SS2 modding at some point and I want to adjust the ammo availability since I've always been a critic of how disproportionate it is (no ammo at first and then tons of ammo later).  I want to start by looking at the current numbers but I just can't find the reference I'm recalling from way back when I saw it.

673f504676b3dJossiRossi

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This is from the first few maps. Had to stop and work on other things. The way I got this was opening the level in the editor, going to the object hierarchy, show tree all, then physical -> goodies -> ammo. Select the Ammo(-30) archetype and then Export -> Export Selected. That gives a file with all the ammo types present in the map. They appear to all use the archetype default for their stack at least in these maps? Maybe for some reason that's not in the export.

Code: [Select]
command1 A HE Clip 12
command1 A HE Clip 12
command1 A Pellet Shot Box 6
command1 A Prox. Grenade 3
command1 A Rifled Slug Box 6
command1 A Rifled Slug Box 6
command1 A Rifled Slug Box 6
command1 A Rifled Slug Box 6
command1 A Rifled Slug Box 6
command1 A Small Standard Clip 6
command1 A Small Standard Clip 6
command1 A Standard Clip 12
command1 A Standard Clip 12
command1 An AP Clip 12
command1 An AP Clip 12
command2 A Large Prism 20
command2 A Pellet Shot Box 6
command2 A Pellet Shot Box 6
command2 A Small AP Clip 6
command2 A Small AP Clip 6
command2 A Small Prism 10
command2 A Small Prism 10
command2 A Small Prism 10
command2 A Standard Clip 3
command2 A Timed Grenade 3
command2 A Timed Grenade 3
command2 A Timed Grenade 3
command2 A Toxin Grenade 3
command2 A Toxin Grenade 3
command2 A Toxin Grenade 3
command2 A Toxin Grenade 3
command2 An AP Clip 12
command2 An EMP Grenade 3
command2 An EMP Grenade 3
command2 An EMP Grenade 3
command2 An EMP Grenade 3
command2 An EMP Grenade 3
command2 An Incend. Grenade 3
command2 An Incend. Grenade 3
command2 An Incend. Grenade 3
command2 An Incend. Grenade 3
command2 An Incend. Grenade 3
eng1 A Pellet Shot Box 6
eng1 A Pellet Shot Box 6
eng1 A Rifled Slug Box 6
eng1 A Rifled Slug Box 6
eng1 A Rifled Slug Box 6
eng1 A Small AP Clip 6
eng1 A Small AP Clip 6
eng1 A Small AP Clip 6
eng1 A Small HE Clip 6
eng1 A Small HE Clip 6
eng1 A Small Standard Clip 6
eng1 A Small Standard Clip 6
eng1 A Small Standard Clip 6
eng1 A Small Standard Clip 6
eng1 A Small Standard Clip 6
eng1 An AP Clip 12
eng2 A Pellet Shot Box 6
eng2 A Pellet Shot Box 6
eng2 A Pellet Shot Box 6
eng2 A Rifled Slug Box 6
eng2 A Rifled Slug Box 6
eng2 A Rifled Slug Box 6
eng2 A Small AP Clip 6
eng2 A Small AP Clip 6
eng2 A Small HE Clip 6
eng2 A Small HE Clip 6
eng2 A Small Standard Clip 6
eng2 A Small Standard Clip 6
eng2 A Small Standard Clip 6
eng2 A Small Standard Clip 6
eng2 A Small Standard Clip 6
eng2 A Small Standard Clip 6
eng2 A Small Standard Clip 6
eng2 A Small Standard Clip 6
eng2 A Small Standard Clip 6
medsci1 A Pellet Shot Box 6
medsci1 A Rifled Slug Box 6
medsci1 A Small AP Clip 6
medsci1 A Small AP Clip 6
medsci1 A Small AP Clip 6
medsci1 A Small AP Clip 6
medsci1 A Small AP Clip 6
medsci1 A Small Standard Clip 6
medsci1 A Small Standard Clip 6
medsci1 A Small Standard Clip 6
medsci1 A Small Standard Clip 6
medsci1 A Small Standard Clip 6
medsci1 A Standard Clip 12
medsci1 A Standard Clip 12
medsci2 A HE Clip 12
medsci2 A Prox. Grenade 3
medsci2 A Rifled Slug Box 6
medsci2 A Small Standard Clip 6
medsci2 A Small Standard Clip 6
medsci2 A Small Standard Clip 6
medsci2 A Timed Grenade 3

Default Values
Code: [Select]
A HE Clip 12
A Large Prism 20
A Large Worm Beaker 8
A Pellet Shot Box 6
A Prox. Grenade 3
A Rifled Slug Box 6
A Small AP Clip 6
A Small HE Clip 6
A Small Prism 10
A Small Standard Clip 6
A Small Worm Beaker 4
A Standard Clip 12
A Timed Grenade 3
A Toxin Grenade 3
An AP Clip 12
An EMP Grenade 3
An Incend. Grenade 3

You should be able to just copy what's above into a spreadsheet and it ought to format fine if you want to organize things that way.
Acknowledged by: RocketMan

673f504676e36RoSoDude

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Nice! I've just been using the "list_obj_type ammo" command for this kind of stuff, dumps to the monolog window. Good to have an export option and the info all in one place. Maybe worth doing for other items as well (I wrote a custom script to do this in Deus Ex for my own info when modding).

Also worth mentioning, I was surprised to find that there are only 6 hand-placed portable batteries in the maps, with all others coming from random loot tables on laser turrets, midwives and the like. It's 2 in the medsci2 armory and 4 in rick1, one of which is actually guaranteed on a midwife corpse. The latter 4 are well-timed as the Rickenbacker levels contain no power stations, so the designers make sure to throw you a bone during an endgame section that is all about draining your resources. Very cool.

673f504676f5eRocketMan

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Oh I didn't know you could do that.  I mean I guess it's no big deal for the editor but I was on a different train of thought I guess.  I just remembered a post or something where this work was already done years ago... maybe Straylight? although I could only find bits and pieces in his notes.  Well, thanks for this, i'll continue the job and get the full list

673f50467721eRoSoDude

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Only semi-related, but here are DML snippets for removing all special recoil/degradation status from weapon pickups, if that's something other modders need, or if people simply want the full list. I've commented out the removal of special properties on melee weapons and the psi amp because... I don't think they do anything. Also note that this is based on SCP Beta 4, but I don't think there's any difference in the object IDs (someone correct me on that).

command1.mis.dml
Code: [Select]
////Removes special recoil/degradation status from all weapon pickups
-ObjProp 2193 "GunKick" //A Pistol
-ObjProp 2193 "GunReliability" //A Pistol
-ObjProp 451 "GunKick" //A Gren Launcher
-ObjProp 451 "GunReliability" //A Gren Launcher
-ObjProp 452 "GunKick" //A Shotgun
-ObjProp 452 "GunReliability" //A Shotgun
-ObjProp 2198 "GunKick" //A Laser Pistol
-ObjProp 2198 "GunReliability" //A Laser Pistol
//-ObjProp 270 "GunKick" //A Wrench ???
//-ObjProp 2172 "GunKick" //A Crystal Shard ???
//-ObjProp 547 "GunState" //A Psi Amp ???
//-ObjProp 547 "GunKick" //A Psi Amp ???

eng1.mis.dml
Code: [Select]
////Removes special recoil/degradation status from all weapon pickups
-ObjProp 1495 "GunKick" //A Pistol
-ObjProp 1495 "GunReliability" //A Pistol
-ObjProp 1646 "GunKick" //A Pistol
-ObjProp 1646 "GunReliability" //A Pistol
-ObjProp 1630 "GunKick" //A Pistol
-ObjProp 1630 "GunReliability" //A Pistol
-ObjProp 1558 "GunKick" //A Pistol
-ObjProp 1558 "GunReliability" //A Pistol
//-ObjProp 1576 "GunKick" //A Wrench ???

medsci1.mis.dml
Code: [Select]
////Removes special recoil/degradation status from all weapon pickups
//-ObjProp 1707 "GunKick" //A Wrench ??
//-ObjProp 1407 "GunKick" //A Psi Amp ??

medsci2.mis.dml
Code: [Select]
////Removes special recoil/degradation status from all weapon pickups
-ObjProp 621 "GunKick" //A Pistol
-ObjProp 621 "GunReliability" //A Pistol
-ObjProp 1372 "GunKick" //An Assault Rifle
-ObjProp 1372 "GunReliability" //An Assault Rifle
-ObjProp 607 "GunKick" //A Shotgun
-ObjProp 607 "GunReliability" //A Shotgun
-ObjProp 1377 "GunKick" //An EMP Rifle
-ObjProp 1377 "GunReliability" //An EMP Rifle
//-ObjProp 912 "GunState" //A Psi Amp ???
//-ObjProp 912 "GunKick" //A Psi Amp ???
//-ObjProp 1351 "GunState" //A Psi Amp ???
//-ObjProp 1351 "GunKick" //A Psi Amp ???

rec1.mis.dml
Code: [Select]
////Removes special recoil/degradation status from all weapon pickups
-ObjProp 389 "GunKick" //An EMP Rifle
-ObjProp 389 "GunReliability" //An EMP Rifle
//-ObjProp 1735 "GunKick" //A Crystal Shard ??
//-ObjProp 1942 "GunKick" //A Crystal Shard ??
//-ObjProp 1786 "GunState" //A Psi Amp ??

rec2.mis.dml
Code: [Select]
////Removes special recoil/degradation status from all weapon pickups
-ObjProp 1730 "GunReliability" //An EMP Rifle
//-ObjProp 525 "GunState" //A Psi Amp ??
//-ObjProp 1941 "GunKick" //A Crystal Shard ??

rec3.mis.dml
Code: [Select]
////Removes special recoil/degradation status from all weapon pickups
-ObjProp 209 "GunKick" //An EMP Rifle
-ObjProp 209 "GunReliability" //An EMP Rifle

rick1.mis.dml
Code: [Select]
////Removes special recoil/degradation status from all weapon pickups
//-ObjProp 1309 "GunState" //A Psi Amp ??

station.mis.dml
Code: [Select]
////Removes special recoil/degradation status from all weapon pickups
//-ObjProp 501 "GunState" //StarterAmp ??



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Anyway this is only my suspictions...Better anyway to have these in mind.
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