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Sniper (minimum range)
Posted: Mon Jan 27, 2003 1:35 am
by ThorOtheBIG
Heya, I'de like to make a mod for FOT about snipers. I want to make rifles that have a long range, awesome damage, and all that good stuff. Now, I know how to make all that but I dont have a clue how to make a gun have minimum range. I want to make this so it forces the sniper to use a pistol when in close, so the rifles arn't a "god weapon". Is there a way to make minimum range for weapons?
Posted: Mon Jan 27, 2003 1:50 am
by requiem_for_a_starfury
In the entity editor, right at the bottom, under the weapon mode's there is a pull down box which lists the range type the weapon falls into, try selecting 'long only' instead of long. Then the weapon should only be accurate towards it's maximum range. I'm not sure if this actually works though, or if it's like so many other things left out of the final game : (
Thanks
Posted: Mon Jan 27, 2003 2:24 am
by ThorOtheBIG
Ill give it a shot, thanks.
Posted: Tue Jan 28, 2003 11:51 pm
by Stev
it should work, because alot of guns actually show that effect, like the hunting rifle w/ scope etc.
(when i first scoped it i thought something was wrong when my 120% SG char had a 12% chance at point blank range)
Posted: Wed Jan 29, 2003 1:55 am
by OnTheBounce
There is a difference between "long" and "long only" range categories. The Hunting Rifle is set to "long", while there are no weapons in the core campaign that are set to "long only".
To clarify a bit, here are the differences in range categories for ranged weapons:
- Short: The weapon receives no penalties for being used at short distances, but range penalties pile up quite quickly. Most pistols, SMGs and assault rifles are set to this setting.
- Long: The weapon receives a slight penalty at short range and the penalties for firing at long ranges don't pile up quite so quickly. Most single shot rifles are set to this setting.
- Long Only: The weapon actually has a minimum range below which it cannot be used to engage a target. While I don't have any numbers for you, this is indeed the setting you're looking for. I tried setting the Rocket Launcher to this setting to minimize its use in CTB at suicidally short ranges and it did indeed work.
- Scoped: The is simply a slightly more extreme version of the "long" setting. However, this is not as radical as the effect of the Scoped Hunting Rifle in FO2.
Cheers,
OTB
Posted: Wed Jan 29, 2003 7:28 pm
by Viktor
OnTheBounce wrote:There is a difference between "long" and "long only" range categories. The Hunting Rifle is set to "long", while there are no weapons in the core campaign that are set to "long only".
I have to say I don't agree with there being a "long only" weapon class (or any other "only" class) from a realism point of view.
Just because it would be very difficult to aim a scope equipped sniper rifle at a moving target at very close range, it should not be made impossible IMO.
Likewise, while it would just be a waste of 9mm Ball (your favourite ammo...) to shoot at an SM 40 hexes away with a pistol, there should be no reason why an NPC with a 9mm pistol equipped should not engage a target within his/her Perception range with that weapon.
Unless such a "class" system was linked to IN or some sort of "Combat Experince" modifier where an experinced NPC had enough battle smarts to know that trying to use a sniper rifle in close combat was a "Very Bad Idea" and automatically switches to a suitable weapon if one is in an active slot or refuses to attack if one is not available.
Posted: Thu Jan 30, 2003 1:33 am
by OnTheBounce
Viktor wrote:I have to say I don't agree with there being a "long only" weapon class (or any other "only" class) from a realism point of view.
Unless you're talking about weapons that fire projectiles that don't arm until a certain distance from the muzzle, i.e. most HE shells, grenades, rockets, etc.
Viktor wrote:Just because it would be very difficult to aim a scope equipped sniper rifle at a moving target at very close range, it should not be made impossible IMO.
True enough.
Viktor wrote:Unless such a "class" system was linked to IN or some sort of "Combat Experince" modifier where an experinced NPC had enough battle smarts to know that trying to use a sniper rifle in close combat was a "Very Bad Idea" and automatically switches to a suitable weapon if one is in an active slot or refuses to attack if one is not available.
About the only way to accomplish something similar to this for a FoT mapper is to set a NPC's AI to "Coward" and leave his level fairly low, since actors with that setting are far more likely to run away if they are having trouble hitting an opponent. This setting -- along with the "Flank" tactic -- was used heavily with the Reavers in Junction City, BTW.
OTB