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Weapons modding


brandeburg

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:blush: seems Nobody is interesting inWWII mods.

I don't have any answers about My topic.

 

Whatever I am carrying on doing night after night my scenarios and my READ ME before going futher and to

 

deep in the modding without some marks.

 

About my questions on weapons:

 

1° Can I make a weapon only useable for firing if the character is lying down ?

 

2°Can I make a weapon with an Infra red scope which might allow the shooting at night with the same

 

accuracy as in daylight? Because I do not find how !

 

3° can I do that the magazines would be reloadeable only during rest area map with the same kind of ammo

 

but from differente magazines: EX = UK commando with Sten took after gun fight MP 40 magazines, they

 

could not use this magazines but could take the 9MM Para from these Mag. to reload their own Sten 's

 

magazines !

 

And out of the weapons topic and a really IMPORTANT questions Can I include in the Sentinel editor the

 

rewards of medals???

 

Thank for any kind of reply. Take care Aliens are HERE :mad: 5think about X COM)

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Sorry but I have never edited any weapons so I should not reply to this topic... :blush::)

 

I think here is many (as me) who are interested about all S^mods and your mod is one of those. Long waited X-COM mod project may and will 'lift the bar' but I think there is still need for the human scenarios = story parts. I'm not actually a big fan of WW2 but if you manage to do a personal mod about that hell then I'm in.

 

Keep up the good work... and remember that you are the only one who make new weapons.

 

BTW... is it possible to add shotgun to S^S?

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  • 2 weeks later...

2brandeburg - no to all questions.

 

BTW... is it possible to add shotgun to S^S?

Set field ShotsInOne of table RPGWeapons to value 2 or same greater.

1) Not from editor - you need direct access to SQL base

2) This is not *true* shortgun realization.

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1° Can I make a weapon only useable for firing if the character is lying down ?

You can do some like this:

1) Add new weapon type to table RPGWeaponTypes (new record, copy it from existing MG record, for example).

2) Set field CrawlBonus to something big (but < 100 :angry: ).

3) Add new weapon to table RPGWeapons and set field WeaponTypeID to record ID from point 1.

Now you have weapon with big targeting bonus from crawl pose.

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:angry: thank you a lot Novik, you are a rare and indispensable person !

 

I am currently working on the weapons of the game but finally waiting for hammer and sickle do see if an

 

editor will be include.

 

Thank you for the help:

 

I replaced the sea devil for a solothurn 18/1100 only useable for firing on lying position: 44 kg 1,76meter but

 

20mm and full auto or semi, nice counter sniping rifle, & made in switzerland !!!

 

could I use for the shotgun effect the small explosion emulator with a MG 108 30mm shell explsion type?

 

range 1 with less fragmentation ?

 

for the night IR I would be happy to make a MP 43 Vampir Zf 1229.

 

I change must of errors on the weapons designation: hours of research on the web. I already tape my

 

weapons id . list, with pictures of all of them. Now I have to deal with Maya and enter them to the game and

 

in the hands of characters ! (small red arrows to place theme..:)

 

Is Hammer & sickle one of your Mod Novik?

 

What do you know about this PPsh with night scope? I cannot read russian & I do not think it is an I.R. as the

 

american wrote?

 

Please guys keep in touch for my other questions.

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To the specialist brandeburg's special weaponfactory

:angry:

 

Could you tell me is it hard to model and add weapon like this...

English site: https://www.surplusrifle.com/finnishmosin/specifications.asp

French site: https://www.secondeguerre.net/Armes/mosinnagantm39.htm

 

We finns call it "Ukko-Pekka". I don't know much about weapons so my questions is:

1* Is it anything 'special' if you compare it to current rifles in game?

2* I don't have Maya, so is it possible to make it as a new version of current Mosin-Nagant rifles in game (specifications/textures)?

3* Should I know something important/warnings before I start messing around in editor weapontables?

4* Is it possible to make rifles also as melee weapons (maybe there should be new unit-use-weapon animations for it)? I think that would be a good/useful new add...

--- I'm asking all this because first I would like to add new simple and low-price weapons to my incoming scenario mod. ---

 

Extra* What important should I know if I'm going to edit axe as throwing weapon? Maybe it should go around in air (animation) and should cause 'random damage' ...depends which part hit the target :) .

 

Thanks anyway. Keep up posting news for us about your finds/adds/mods!

 

edit/add:

This pistol I'm going to add if I someday get my own Maya software (when I'm a billionare)...

https://world.guns.ru/handguns/hg96-e.htm

...I like to play with small (close combat) weapons... I'd like to add some new melee weapons too...

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hi komik, for your request,, go to SQlL base you have to use the original n°13 slot of the russian Mosin 'they look quiet the same just 2 cm smaller) change the initial velocity to 810 m/s (original Mosin 91/30 is 808 m/s & the carbine mosin 38 is 764 m/s) or if you are doing a winter war as I project take another slot, erase and copy all the specifications and copy the russian mosin nagant under M39 finnish.

 

then check all the weapons entry; item ID, the weight & size list... to be sure everything is correct, same name a.s.o.

check : https://winterwar.com good stuff about finnish weapons.

 

Seems to me imposssible to do a dual purpose weapon, like adding bayonet, or like I would do myself, a Suomi with flamthrower !!! still a dream !

 

Read you somedays.

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Yeyep. Thanks for good/useful info and advices brandeburg! I try to find time to edit at least two new rifles: M28 ("Pystykorva" as low-price rifle, maybe between Lee and Polish Mauser) and M39 ("Ukko-Pekka" as bit higher-price & better rifle). I will report back then.

 

Wayyy out of topic alarm :)About this my interest to finnish stuffs: I not a fanatic nationalist or fan of winterwar or wars after that (I think it was idiotical and unneccessary war(s): Near million brave and good humans were slaughtered because of some stupid deal made by two dictators... but that's what I think and some others may and can think something else). So I'm never going to make some kind of history repeat mods... BUT here in Finland we have an old saying: If we finns don't tell stories about finns then nobody will do it.

 

Like I said I'm going to add those two finnish rifles first to my incoming scenario mod but now all my available modding time goes to map building, scripting, technical editor stuffs and adding textures (I'm glad that couple of my friends help me in story and sounds). When our (RS3_mod's productions) first scenario is almost ready then I may have time to new weapons... :angry:

 

It's good to know that you are interested about those 'odd' and special weapons - I'm very existed to use those in S^Ss worlds. Keep us tuned!

 

Kindly Mikko from Swampland :)

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Understood guy about your goals; I do not have any ideology under my game modd, but I rather follow history as is more easy for story guide lines.

I will try to make mods on the most important side: Russian, partisans in each country, westside allied troops, axes belligerent, and may be a pacific theater. Hard stuff wathever.

It is why I need a lot of weapons to vary campaign and show people some the improvment (sorry if it's to kill people but it is where men are the more prolific) made and ignore to large people audience.

So I will put most of the prototypes I know, to attract player in collecting them, whatever these weapons where built or not, but just for the reward of the mission.

some will be only at one sample or 2.

 

For your game check https://WWW.guns.connect.fi thereis a lot to learn especially about suppressed Mosin- Nagant rifle, finnish or russian type as well as the subsonics cartridges required to use them !!!

I am waiting to release my weapons mod the sell of H&S to see if we will find an editor because they got more slots for weapons more easy to use in modding

I will write soon a topic on" weapons edition" via Maya on this site or the Nival forum. Especially If I succed in editing special weapons as flamthrower. :angry:

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Wow, sounds very good and interesting game. You could make/explain the hero character as obsession weapon collector (with mercs/friends). Well... guys with hobby like that really exist.

 

I'm waiting H&S too but now we still think that we can make our story to Sentinels (without useful improvements) too. It's going to be just a fictional playable game and not for masses or money.

 

I'm out off this topic now but/and I hope to see your finds and adds in future :angry:

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  • 3 months later...

Looking ve-e-ry nice, indeed!

 

About the present time weapons... Remembering my compulsory military service (over 10 years back) in the Finnish Defence Force, I recall one thing over the others (hanging aroung, eating, sleeping and obeying orders) was shooting with RK (Rynnäkkökivääri/Assault rifle). I think it was like foolproof. I mean, even idiots can use/overhaul those 'new' weapons and second class shooters can make headshots in prone pose with groove to longer than 500 metres. That actually quite scary...

 

So, I think present weapons may be too 'foolproof' for small maps and RPG-gaming in Silent Storm-universe. Or what you think?

 

I sure would like to see how the great game engine and gaming would feel with present weapons. Keep up the good work! Show must go on. :)

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So, I think present weapons may be too 'foolproof' for small maps and RPG-gaming in Silent Storm-universe. Or what you think?

Hi KoMIk.

I do not think they are, if we use the H&S editor, I already try the H&s demo and run so fast out of ammo and with overheat weapons that, if you resize items too, the firing would need to be controled, or weapons will jam or break !

What ever I do not use present weapons (they put some in *s2 as the AGS17)

 

I made a trial mod so hard with resize ammo & so on, that I have to rethink it!

 

I already change destructible value of walls and other object, so no indirect fire throw walls which are not in adobe!

Here at home, you can see everywhere war damages on façades from any WW2 calibers, and they did not pierced walls.

as an example the following info on the SPRINGFIELD M1903A penetration chart:

 

"For single shot, 150 rounds concentrated at one spot will break a 23 cm wall of brick masonry at 200 yd (180 m)."

 

So With huge maps,( I do not love small ones), and narrow streets, or underground corridors need to have good weapons.I like big cities as in S3.

Whatever, if I can do what I want ( :) hard job) it would be from year to year in WW2, and you won't have weapons before they were products. Good weapons for german only when it is too late.

Edited by brandeburg
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here is a german two barrels flare pistol, some where adapted to shot WK 361 LP (this ammo joined a shaft

 

with a Eierhandgranate 39 modified) "The Sturmbüchse that resembled a double barreled shotgun fire

 

a modified version of the WK 361 LP ammunition at ranges of up to 200m".

 

This would not be a double ragnarök but a Ragnärock² or cubic. very good for a puny character who cannot

 

throw far grenades,same effect as panzer klein weapons, but a actual weapon!

 

What people are thinking about that?

 

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