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Old August 12th, 2004   #1
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Default How do you change the ROF?

Specifically, of the pistol and machinegun. As I understand it, the minigun is a little more difficult to mod. I'd also like to know how that's done, if anyone here knows.
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Old August 12th, 2004   #2
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Default Re: How do you change the ROF?

As the SDK isn't out yet it's just trial and error for us all, but a good place to start I would recommend you download the Quake3 SDK and look at the example they have (changing the rate of fire of the rocket launcher). It's most likely the exact same way in Doom3 but I haven't looked at those yet. Just maps and textures so far.

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Old August 12th, 2004   #3
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Default Re: How do you change the ROF?

Its in the script files. Its one of hte first lines in the weapons script file. I think those files are in pak0000 or pak0001.
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Old August 12th, 2004   #4
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Default Re: How do you change the ROF?

So no one knows how to change the ROF on the chaingun? Cuz I was going to have it consume oodles of ammo just to make it realistic. I'd rather not take the "add more bullets" approach, as that seems lame and unrealistic. It seems there's some weird equation dealie in the .script file. Anyone know how to work that?
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Old August 13th, 2004   #5
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Default Re: How do you change the ROF?

under the script file of the chaingun at the very top where it says:
#define CHAINGUN_FIRE_SKIPFRAMES change the number out beside it for the Rate Of Fire.
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Old August 16th, 2004   #6
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Default Re: How do you change the ROF?

Thanks. I got it, and I found that the lower the number the faster the ROF. I upped the clipsize to about a 1000 (though I'm thinking about dropping it to 500 for balancing reasons) to accomodate this, and it's splendiferous. It's so great to see all of those bullets pinging off of the wall. I also took out the smoke that gets emmitted by the barrel cuz it was getting in the way.

One last problem, though. How would I go about changing the animation, if I can, so that I can actually see the ammo counter draining while I'm shooting? Because the minigun gets kicked too far back to actually see that, and I find that somewhat distressing.
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