Adding new shells in Desert Fox, Adding proper tungsten, heat, etc |
|
Здравствуйте, гость ( Вход | Регистрация )
Adding new shells in Desert Fox, Adding proper tungsten, heat, etc |
23.12.2008, 12:39
Сообщение
#1
|
|
Группа: Сообщений: 0 Регистрация: -- Пользователь №: |
Firstly sorry for typing in (bad <_< ) english but my russian is a lot worse.
Now on the issue - Desert Fox seems to have added a neat code that allows modding gun parameters on the fly (not sure if it's possible in BIR). The command "parameters" is of our interest - with it help you can modify gun properties - penetration tables, speed, spread, etc. Here is an example of modifing Pak-36: 1st in 37mm_pak35 file (set/gun): ("damage_1" a(41) b(38) c(30) d(19) ta(87) tb(56) tc(34) td(15)) {parameters "rockets" {projectileDamageTable {150 181} {160 0}} {rechargeTime 6} {speed 75} } ("accuracy_37mm_pak35") notes: ta, tb and so on stand for tungsten penetration, rockets parameter defines the properties of the Hollow charge shell 2nd - .presets file (same folder): (define "damage_1" {projectileDamageTable {20 %a} {80 %b} {150 %c} {300 %d} {350 0}} {parameters "tung" {projectileDamageTable {20 %ta} {80 %tb} {150 %tc} {300 %td} {350 0}} } ) (define "accuracy_4" {spreading {radiusTable {1 0.2} {80 %r1} {200 %r2} {300 %r3}} } {parameters "fg" {spreading {radiusTable {1 0.3} {80 (* 1.1 %r1)} {200 (* 1.3 %r2)} {300 (* 1.5 %r3)}} } } {parameters "tung" {spreading {radiusTable {1 0.2} {80 (* 1.2 %r1)} {200 (* 1.6 %r2)} {300 (* 2.0 %r3)}} } } ) note: for some reason modifing accuracy in the corresponding gun file doesnt work but it loads ok from here, though you can mod speed and other parameters in it (the gun file). 3rd: We add new shells - bullet37.tung.ammo bullet37.rockets.ammo NOTE the DOTS! You can use original ap shell files and only rename them. I've also added tag "tung", "rockets" inside but I'm not sure if it's nesesary. Follow the steps and you should get it working in game. There are some issues of course - you can't select the new shells from the interface, you have to double click in the invetory for them to load. I've also don't know how the ai will cope with them but I don't think this will be a big problem. I hope the BTRH team will expand this even further. Feel free to add any other info you have. |
|
|
27.12.2008, 14:45
Сообщение
#2
|
|
Группа: Сообщений: 0 Регистрация: -- Пользователь №: |
It is all known to us ;)
|
|
|
28.12.2008, 19:27
Сообщение
#3
|
|
Группа: Сообщений: 0 Регистрация: -- Пользователь №: |
Great to hear that
|
|
|
29.12.2008, 18:19
Сообщение
#4
|
|
Группа: Сообщений: 0 Регистрация: -- Пользователь №: |
|
|
|
Текстовая версия | Сейчас: 28.4.2024, 5:22 |