Fnurg Posted December 10, 2003 Report Share Posted December 10, 2003 Index : 3.1 Weapons3.2 Magazines3.3 Ammo3.4 ArmorReferences : R3.1 Damage TypesR3.2 Weapon TypesR3.3 Weapon ClassesR3.4 AnimationsR3.5 Weapon PriciplesR3.6 Weapon HandlingR3.7 Item SizesR3.8 Armor Types Link to comment Share on other sites More sharing options...
Fnurg Posted December 10, 2003 Author Report Share Posted December 10, 2003 3.1 Weapons \tactical\configs\game\listofweapon.txt This file holds all the specific information regarding weapons and intrinsic enemy attacks (such as man-o-war's psionic attack and the crab-car's lightning attack) WEAPON ORIGIN [string ref] origin TYPE [string ref] the weapon type SHORT_NAME [string] the name was used for debugging purposes ID [string ref] unique weapon ID TECH_LEVEL [integer] tech level CLASS [string ref] weapon class ANIM_TYPE [string ref] animation type PRINCIPLE [string ref] weapon principle HANDLING [string ref] handling technology TECHNOLOGY [string ref] what r&d technology is needed for weapon EQUIPMENT [string ref] where the weapon comes from (affects caches) MAG_QUANTITY [integer] how many mags are found in weapon caches HAND [float] hands used with gun. 2 = both hands NOTRELOAD [boolean] can weapon be reloaded? false = yes it can WEIGHT [float] weight of weapon AMMOID [string ref] ammo type as listed in listofammo.txt ACCURACY_AIMEDA [float] effective range of aimed shot ACCURACY_BURSTA [float] effective range of burst shot ROUNDS_USED_AIMEDU [integer] ammo used with aimed shot ROUNDS_USED_BURSTU [integer] ammo used with burst shot POWER DAMAGE [integer] damage inflicted by the weapon TIMES_RELOAD [float] time taken to reload TIMES_AIMEDT [float] time taken to make an aimed shot TIMES_BURSTT [float] time taken to make a burst shot RANGE [float] maximum range in aimed mode AREA [float] affected area for weapons such as rockets PROJ_SPEED [float] speed of projectile. 0.0 = insta hit :) DURATION [float] duration of DOT weapons (such as fire or acid attacks) SEC_DAMAGE [float] ammount of damage for DOT weapons DTYPE [char] Damage type. must be same as in AMMO_ID EFFECT_FRONT_AIM [string] effect file for muzzle flash in aimed mode EFFECT_FRONT_BURST [string] effect file for muzzle flash in burst mode EFFECT_BACK [string] effect file effect at the back of the weapon EFFECT_IMPACT [string] effect file of impact EFFECT_AREA [string] effect file for area effects PATH_3D [string] the 3D in-game model of the weapon VIDEO [string] the video shown in the Equipment screen ICON [string] the 2d icon in equipment/interface PROJECTILE [string] the 3D in-game model of the projectile PROJECTILEFIRE [string] burning effects PROJECTILESMOKE [string] smoke trails PARTICLE [string] the firing effect (non firearm weapons) SHAPE [string] shape of weapon in inventory SOUND_NAME_A [string] single shot sound (aimed) SOUND_NAME_B [string] burst sound SOUND_NAME_RELOAD [string] reload sound SOUND_NAME_IMPACT [string] impact sound END_OF_WEAPON This file also calls references (and is referenced by) to magazines and ammo types. References to the research tree can also be made (for researchable weapons) Link to comment Share on other sites More sharing options...
Fnurg Posted December 10, 2003 Author Report Share Posted December 10, 2003 3.2 Magazines \tactical\configs\game\listofmagazine.txt This file stores information relating to magazines (ammunition). This can also hold information that would normally be stored within listofweapon.txt The file calls references to listofweapon and listofammo. Again, references can be made to the research tree to make a magazine researchable/developable. ORIGIN [HUMAN, ALIEN, HYBRID] ID [unique] unique identification of the magazine WEAPON link to the weapon that the magazine relates to TECH_LEVEL [integer] the level of technology needed to aquire this item (usually the same as the weapon) WEIGHT [real] weight of the magazine EJECT [integer] how many rounds are ejected from the gun after firing (?) AMMOID (reference) reference to the ammo type in listofammo.txt ACCURACY_AIMEDA [real]The effective accuracy the ammo in aim mode ACCURACY_BURSTA [real] The effective accuracy the ammo in burst mode ROUNDS_USED_AIMEDU [integer] how many rounds are used in aim mode ROUNDS_USED_BURSTU [integer] how many rounds are used in burst mode DAMAGE [integer] How much damage is inflicted upon projectile impact CAPACITY [integer] how many rounds are contained within the magazine TIMES_RELOAD [real] how long it takes to load another round in the weapons chamber TIMES_AIMEDT [real] how long it takes to load it takes to fire the weapon in aimed mode TIMES_BURSTT [real] how long it takes to load it takes to fire the weapon in burst mode RANGE [real] The range of the weapon or how far the projectile can travel AREA [real] The area effect of the weapon PROJ_SPEED [real] How quickly the projectile travels. (insta-hit rockets, anyone?) DURATION [real] the duration of the area effect (DOT) SEC_DAMAGE [real] how much secondary damage to apply (used for Damage Over Time) DTYPE [string] the type of damage applied. PATH_3D [string] the 3d model file for the projectile ICON [string] the icon (2 dimensional) file for the magazine PROJECTILE [string] Some weapons have visible projectiles. These include carcrabs or man-o-war's. PROJECTILEFIRE [string] unknown PROJECTILESMOKE [string] unknown SHAPE [string] reference to the shape/size of the object in the inventory screen. EFFECT_FRONT_AIM [string] particle effect file for an aim shot EFFECT_FRONT_BURST [string] particle effect file for a burst shot EFFECT_BACK [string] unknown EFFECT_IMPACT [string] particle effect file for the impact EFFECT_AREA [string] particle effect file for the area effect SOUND_NAME_IMPACT [string]sound file of the projectile impacting Link to comment Share on other sites More sharing options...
Fnurg Posted December 10, 2003 Author Report Share Posted December 10, 2003 3.3 Ammo \tactical\configs\game\listofammo.txt This file holds information pertaining to a single bullet/cartriage. The file can be referenced by both (or either) listofweapon.txt and listofmagazine.txt ID The identification reference of the item TYPE [FIREARM, GRENADE, ALIEN, ROCKET] The type of ammo. WEIGHT [real] The weight of the ammo DAMAGE [string] The type of damage that this ammo inflicts. L=laser, P=plasma, X=psi/smoke, Z=psi, W=warp, B=burn/acid, HL=heal, H=hard, S=soft, U=universal ORIGIN [HUMAN, ALIEN] which race spawned this ammo type PELLETS [integer] The amount of pellets expelled in each round. 1 for rifle rounds, 15 for shotgun rounds. Link to comment Share on other sites More sharing options...
Fnurg Posted December 10, 2003 Author Report Share Posted December 10, 2003 3.4 Armor \tactical\configs\game\listofarmor.txt This file holds information pertaining to armors, both those that can be worn and those that are intrinsic to creatures (creature base damage resistances) References can be made to the research tree for researchable/developable armors. ID Unique identification tag of the armor ORIGIN Who owns the armor TYPE The type of armor LEVEL [integer] Level needed to aquire this technology TECHNOLOGY [reference] What technology is needed to aquire this armor. This is only used for developed armors. Intrinsic armors do not have this field WEIGHT [real] weight of the object S [real] % of damage taken when hit by SOFT ammo type H [real] % of damage taken when hit by HARD ammo type U [real] % of damage taken when hit by UNIVERSAL ammo type B [real] % of damage taken when hit by BURN ammo type L [real] % of damage taken when hit by LASER ammo type P [real] % of damage taken when hit by PLASMA ammo type W [real] % of damage taken when hit by WARP ammo type Z [real] HL [real] % of damage taken when hit by HEALING ammo type X [real] 3D_MODELS_MALE1 [string] 3d model details of the character in armor 3D_MODELS_MALE2 [string] 3d model details of the character in armor 3D_MODELS_MALE3 [string] 3d model details of the character in armor 3D_MODELS_FEM1 [string] 3d model details of the character in armor 3D_MODELS_FEM2 [string] 3d model details of the character in armor 3D_MODELS_FEM3 [string] 3d model details of the character in armor 3D_MODELS_SHIELD [string] 3d model details of the shield SHIELD_EFFECT [string] 3d model details of the shield effect when hit 2D_MODELS_MALE1 [string] 2d model of the character in armor 2D_MODELS_MALE2 [string] 2d model of the character in armor 2D_MODELS_MALE3 [string] 2d model of the character in armor 2D_MODELS_FEM1 [string] 2d model of the character in armor 2D_MODELS_FEM2 [string] 2d model of the character in armor 2D_MODELS_FEM3 [string] 2d model of the character in armor ICON [string] 2d model of the icon in the equipment screen BKP [string] text file with 2d model of ?backpack? INTERFACE_3D_MODEL_MALE [string] 3d model of the head of the character INTERFACE_3D_MODEL_FEMALE [string] 3d model of the head of the character VIDEO [string] videos seen in the equipment Link to comment Share on other sites More sharing options...
Aralez Posted December 11, 2003 Report Share Posted December 11, 2003 I had some problems doing an enhanced version of the heavy armour. It would work like a light or medium armour, this means you could run and kneel in it, but don't use gyro-weapons in it. It seems the two provided heavy armours are hardcoded and are recognized by the game by some entries in the exe-file. The texture files for weapons, equipment, skins etc. can be resized. Fulby and me tested and used 4 times bigger textures successfully, maybe even more is possible. Regarding the listofweapons- and listofmagazines.txt files: If the damage and time data for a entry in them is set to 0 the game looks at the other file and uses the data from there. I didn't manage to add a impact effect like explosions to regular rifles and handguns as they seem to use no ingame-projectile. Rockets and grenades use a projectile and work. Rockets and grenadethrowers have to be fired continously in the game, though. The soldier which uses them doesn't automatically keep on firing. Sometimes a weapon has a strenght entry and a damage entry. Damage is the actual combat damage. Strength is the amount of energy used from the magazine, so if you have a magazine with 2000 capacity and the weapon has a strength of 200 you'll get 10 shots. Standard seems to be 1000 capacity and 100 strength, this is used for most original weapons. If the burst time entry is set to 0 AND the number of rounds used is set to 0, too then only will you have a weapon WITHOUT burst mode. If you add a weapon/magazine/ammo and don't add a glossary entry for it, the weapon id is used ingame as plain text. So a weapon with an id called Splurg will show up ingame as Splurg. So if you decide to give your weapon the id ID_DUKEGUN better rethink, because in the equipment screen it will show up as ID_DUKEGUN in the tooltip and above the video. Link to comment Share on other sites More sharing options...
Fulby Posted December 11, 2003 Report Share Posted December 11, 2003 The dynamic light on rockets appears to be hard coded. I think it is activated by TYPE = MISSILE_LAUNCHER in the weapon record. Link to comment Share on other sites More sharing options...
Guest FG-42 Posted January 8, 2013 Report Share Posted January 8, 2013 As I've already understood, both aimed and burst accuracy should be less than actual range. Otherwise weapon becomes almos unusable. I've found it out via experimentation. Link to comment Share on other sites More sharing options...
tomas352000 Posted June 9, 2014 Report Share Posted June 9, 2014 why i cannot see any listofweapon.txt? Link to comment Share on other sites More sharing options...
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