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Old July 28th, 2005   #1
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Default ammo and weapon editting..

about half and hour ago i have try to edit some tweaks on the ammo of every weapon.. well not actually to say thats im gonna do an infinite ammo.. just want to add more bullets from the start without calling the supply drop all the time.. and also i was gonna change the amount of damage for the unlock sniper weapon.. especially i want change it into an anti tank sniper weapon which is the same in reality.. so once i got it done and try to start the game with the tested tweaks.. but its seems like the game had kick me out... when i begin the play.. soo i i change the setting back using the back up copy..

soo i was wondering what when wrong.. well its just a test... soo i hope some one could help me out which one sould i change.. especially the amount of ammo and the amount of damage the weapon produce..
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Old July 28th, 2005   #2
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Default Re: ammo and weapon editting..

you must be totaly new at this these things are the easiest to do.
any tweaking you want to do to things you have to do them in the Objects_server.zip even things like more ammo.
start by looking through the files do some reading the things like adding more ammo will be easy to see.
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Old July 28th, 2005   #3
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Default Re: ammo and weapon editting..

yup.. im actually new on editting this.. soo its gonna take time for me to learn it... well i just need some tips.. soo i'll try to tweak it to the right one.. oh well then.. i'll try my best on this...
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Old July 28th, 2005   #4
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Default Re: ammo and weapon editting..

um? since when does a .50 calibur shot penetrate tank armor? its not an anti tank weapon its an anti armor weapon it can pierce certain amounts of armor such as that on armored cars and some apc's not that of a tank otherwise we'd all be screwed with tanks that could be shot up by one .50 cal mg......
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Old July 29th, 2005   #5
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Default Re: ammo and weapon editting..

well not actually saying that i would destroy a tank in one shot... of course it would screw me up too... what i really mean is that it would be able to aleast give a 6 or 7 shot to totally damage a tank.. but still with a 6 or 7 shot still wont be enough coz the a tank moves fast so having to accurately make a 6 or 7 shots would be a waste.. but im doing this coz so at least would damage it and let the A.I or my friends to destroy it...

but i do heard there was once an anti-tanks sniper rifle.. didnt know the name of the rifle.. but what i do know is that, the rifle used an impact bullet, which actually could explode during impact.. emm dont actually know the real details if its true or not..
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Old July 31st, 2005   #6
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Default Re: ammo and weapon editting..

okk its been really hard for me since im a new in tweaking things especially when i try to tweak it ends up with me got kick by my own game...

okk i just got some question..

1. is objectTemplate.ammo.magsize is the amount of magizine left?? of if it is which one is for the ammo?? since i wanna increase the amount of ammo...

2. how do i incease the amount of damage that i could make with a single shot.. is it objectTemplate.damage?

really now i have been trying to set things right for my own use only.. soo i just need a little help on this.. and thanks in advance..
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Old August 3rd, 2005   #7
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Default Re: ammo and weapon editting..

rem *** Generated with Bf2Editor.exe [created: 2005/1/7 23:16]

GeometryTemplate.compressVertexData 1

GeometryTemplate.maxTextureRepeat 8

ObjectTemplate.activeSafe GenericFireArm usrif_g36c

ObjectTemplate.creator FLI-1:fli

ObjectTemplate.modifiedByUser nfe

ObjectTemplate.saveInSeparateFile 1

ObjectTemplate.castsDynamicShadow 1

rem ---BeginComp:WeaponHud ---

ObjectTemplate.createComponent WeaponHud

ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\USRIF_G36C.tga

ObjectTemplate.weaponHud.altWeaponIcon Ingame\Weapons\Icons\Hud\USRIF_G36C_mini.tga

ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\USRIF_G36C.tga

ObjectTemplate.weaponHud.hudName KILLMESSAGE_WEAPON_g36c

ObjectTemplate.weaponHud.guiIndex 4

ObjectTemplate.weaponHud.altGuiIndex 52

ObjectTemplate.weaponHud.deviationFactor 5

ObjectTemplate.weaponHud.maxVisualDeviation 23

ObjectTemplate.weaponHud.minVisualDeviation 2

ObjectTemplate.weaponHud.disableOnSprint 1

rem ---EndComp ---

rem ---BeginComp:SingleFireComp ---

ObjectTemplate.createComponent SingleFireComp

ObjectTemplate.fire.roundsPerMinute 600

ObjectTemplate.fire.addFireRate 2

ObjectTemplate.fire.addFireRate 0

ObjectTemplate.fire.fireInCameraDof 1

rem ---EndComp ---

rem ---BeginCompefaultAmmoComp ---

ObjectTemplate.createComponent DefaultAmmoComp

ObjectTemplate.ammo.ammoType 1

ObjectTemplate.ammo.reloadTime 4.1

rem ---EndComp ---

rem ---BeginComp:SoldierBasedRecoilComp ---

ObjectTemplate.createComponent SoldierBasedRecoilComp

ObjectTemplate.recoil.hasRecoilForce 1

ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/0.4/0.2/0

ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-0.23/0.23/0

ObjectTemplate.recoil.zoomModifier 0.5

ObjectTemplate.recoil.recoilGraphFrameCount 4

ObjectTemplate.recoil.recoilGraphExponent 5

ObjectTemplate.recoil.recoilGraphTotalMovement 0.2

rem ---EndComp ---

rem ---BeginComp:SoldierDeviationComp ---

ObjectTemplate.createComponent SoldierDeviationComp

ObjectTemplate.deviation.setFireDev 2 0.2 0.08

ObjectTemplate.deviation.minDev 0.2

ObjectTemplate.deviation.setTurnDev 0 0 0 0

ObjectTemplate.deviation.setSpeedDev 1 0.2 0.2 0.15

ObjectTemplate.deviation.setMiscDev 3 1.5 0.05

this is how much the bullet will spray. compare this to the original to see the differance.

ObjectTemplate.deviation.devModStand 1.0

ObjectTemplate.deviation.devModCrouch 0.8

ObjectTemplate.deviation.devModZoom 0.5

rem ---EndComp ---



rem ---BeginCompefaultSoundComp ---

ObjectTemplate.createComponent DefaultSoundComp

rem ---EndComp ---

rem ---BeginCompefaultAnimationComp ---

ObjectTemplate.createComponent DefaultAnimationComp

rem ---EndComp ---

this is where you deal with zoom

rem ---BeginCompefaultZoomComp ---

ObjectTemplate.createComponent DefaultZoomComp

ObjectTemplate.zoom.zoomDelay 0.08

ObjectTemplate.zoom.zoomLod 1

ObjectTemplate.zoom.addZoomFactor 0

ObjectTemplate.zoom.addZoomFactor 0.7

rem ---EndComp ---

ObjectTemplate.geometry usrif_g36c

ObjectTemplate.setCollisionMesh usrif_g36c

ObjectTemplate.mapMaterial 0 Collision_Material 68

ObjectTemplate.floaterMod 0

ObjectTemplate.hasMobilePhysics 0

ObjectTemplate.hasCollisionPhysics 1

ObjectTemplate.physicsType Mesh

ObjectTemplate.aiTemplate usrif_G36

rem -------------------------------------

ObjectTemplate.addTemplate S_usrif_g36c_Fire1P

ObjectTemplate.addTemplate S_usrif_g36c_Fire1P_Outdoor

ObjectTemplate.addTemplate S_usrif_g36c_Fire3P

ObjectTemplate.setPosition 0/0.0049367/0.35725

ObjectTemplate.addTemplate S_usrif_g36c_BoltClick

ObjectTemplate.addTemplate S_usrif_g36c_TriggerClick

ObjectTemplate.addTemplate S_usrif_g36c_SwitchFireRate

ObjectTemplate.addTemplate S_usrif_g36c_Reload1P

ObjectTemplate.addTemplate S_usrif_g36c_Reload3P

ObjectTemplate.setPosition 0/-0.0585184/0.0660797

ObjectTemplate.addTemplate S_usrif_g36c_Deploy1P

ObjectTemplate.addTemplate S_usrif_g36c_Deploy3P

ObjectTemplate.addTemplate S_usrif_g36c_Zoom

ObjectTemplate.addTemplate e_shellejection_556

ObjectTemplate.setPosition -0.007/-0.027/0.053

ObjectTemplate.setRotation 0/0/15

ObjectTemplate.addTemplate e_muzz_g36

ObjectTemplate.setPosition 0/0.00534116/0.368576

rem -------------------------------------

ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/USRIF_G36C/AnimationSystem1p.inc

ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/USRIF_G36C/AnimationSystem3p.inc

ObjectTemplate.projectileTemplate G36C_Projectile

ObjectTemplate.velocity 1000

ObjectTemplate.itemIndex 3

ObjectTemplate.delayToUse 1.166

ObjectTemplate.create GenericProjectile G36C_Projectile

ObjectTemplate.modifiedByUser nfe

ObjectTemplate.createNotInGrid 1

ObjectTemplate.createdInEditor 1

rem ---BeginCompefaultCollisionComp ---

ObjectTemplate.createComponent DefaultCollisionComp

rem ---EndComp ---

rem ---BeginCompefaultDetonationComp ---

ObjectTemplate.createComponent DefaultDetonationComp

rem ---EndComp ---

rem ---BeginCompefaultProjSoundComp ---

ObjectTemplate.createComponent DefaultProjSoundComp

rem ---EndComp ---

rem ---BeginCompefaultRicochetComp ---

ObjectTemplate.createComponent DefaultRicochetComp

rem ---EndComp ---

rem ---BeginCompefaultPenetrateComp ---

ObjectTemplate.createComponent DefaultPenetrateComp

rem ---EndComp ---

ObjectTemplate.floaterMod 0

ObjectTemplate.hasMobilePhysics 1

ObjectTemplate.hasCollisionPhysics 1

ObjectTemplate.physicsType Point

ObjectTemplate.material 38

rem -------------------------------------

ObjectTemplate.addTemplate S_G36C_Projectile_Looping

ObjectTemplate.addTemplate S_M4Projectile_Looping

rem -------------------------------------

ObjectTemplate.timeToLive CRD_NONE/0.5/0/0

ObjectTemplate.material 38

This is bullet damage.A bot has 100 life so if bullet damage is 50 then it takes to shots to kill unless you hit the bots arms or legs that’s where min damage comes into play.

ObjectTemplate.minDamage 0.2

ObjectTemplate.damage 40

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Old August 4th, 2005   #8
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Default Re: ammo and weapon editting..

to do unlimited ammo, simply put the "magsize" to -1
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Old August 4th, 2005   #9
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Default Re: ammo and weapon editting..

Quote:
Originally Posted by azali201
but i do heard there was once an anti-tanks sniper rifle.. didnt know the name of the rifle..
I believe that was the WWII era BOYZ, 50cal. Find it on Google.

Except for light armor, I believe you're wasting your time.

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