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Incisor Sniper Rifle glitch report


ZippyDSMlee

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Incisor Sniper Rifle glitch report

So playing with the Incisor Sniper Rifle, seems if the ammo used per shot and burst are the same or if burst is higher/lower it leads to an endless firing glitch, tried a bunch of combinations(started at 4AM now its 6.50AM) of refire, ammo per, mag size,ect seems burst and ammo per, also noted reload locked up. Is the burst fire system that broken? I know it forgets the burst mode and goes full auto after the first shot and all… or is there something in the incisor code set that’s screwing up?

I had ammo per set to 3, burst set to 3 and mag to 30 and got the inf firing glitch.

Anyway any of this well documented?

Also anyone know why there’s 2 of them? Pre dlc and another ce2 from agieus pack?

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Seems the MinRefireTime may aid in causing the inf firing glitch.

It lasts until you tell the henchmen to change weapons , I noticed for the player it locks ammo at 1 not allowing you to fire since the ammo per shot is above 1, change weapons sometimes helped reload but not always.


I still can't lock burst fire to 3 shots only, I can make firing more than 4-5 shots less frequent, up refire rate to 1500 or more, raise burstrefire wait time to abut 1.50f seems to work mostly.

Tested it with Garus and Zaeed, and Shepard no glitchs so far.


Here are my ini's dunno which the game uses so I changed both. And yes thats 3 burst, 5 ammo per use and 55 mag/clip

[SFXGameContentDLC_PRE_Incisor.SFXWeapon_IncisorSniperRifle]
;;The Incisor Rifle Extends the base Sniper Rifle
;;It pulls some stats directly from the antimat rifle

;; GUI
PrettyName=351642
IconRef=2
GeneralDescription=351643
ShortDescription=351820
GUIImage="GUI_SF_DLC_PRE_Incisor.InsisorSniperRifle_512"

;; Burst Settings
BurstRounds=3
BurstRefireTime=1.85f
MinRefireTime=1.85f
BurstMinRefireTime=1.85f

;; Recoil
Recoil=(X=1.0f,Y=1.0f)
ZoomRecoil=(X=0.0,Y=0.0)

;;Ammo
InitialMagazines=9999
MaxSpareAmmo=(X=9999,Y=9999)
MagSize=(X=55,Y=55)
AmmoPerShot=5
bIsAutomatic=true 

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

bUpgradesBasicWeapon=true
;; Damage and Ammo
Damage=(X=53.6,Y=53.6)
DamageAI=1.1f
DamageHench=0.6f
RateOfFire=(X=2600,Y=2600)
RateOfFireAI=1.0f
MagSize=(X=55,Y=55)
LowAmmoSoundThreshold=8
bUseSniperCam=true
bIsAutomatic=true 

;;Ammo
AmmoPerShot=5
bInfiniteAmmo=true
InitialMagazines=9999
MaxSpareAmmo=(X=9999,Y=9999)

;; Burst Settings
BurstRounds=3
BurstRefireTime=1.85f
MinRefireTime=1.85f
BurstMinRefireTime=1.85f


;; Accuracy
MinAimError=(X=3.2,Y=3.2)
MaxAimError=(X=7.5,Y=7.5)
AccFirePenalty=25.4f
AccFireInterpSpeed=12.0f
CrosshairRange=(X=50,Y=100)

;; Recoil
Recoil=(X=3.0f,Y=3.0f)
ZoomRecoil=(X=0.2,Y=0.2)
RecoilInterpSpeed=15.f
RecoilFadeSpeed=3.0f
RecoilZoomFadeSpeed=0.95f
RecoilYawScale=0.2f
RecoilYawBias=-0.2f
RecoilYawFrequench=60

; Sniper Specific - Zoom Snap
;; Allow max range for zoom snap with sniper rifle
bZoomSnapEnabled=true
MinZoomSnapDistance=1000
MaxZoomSnapDistance=10000
ZoomSnapDuration=0.1
;; However decrease inner range of zoom snap to allow less pinpoint movement.
;; Remove head snap bone.
ZoomSnapList=( AimNode=AimNode_Cover, OuterSnapAngle=5, InnerSnapAngle=0.5, SnapOffsetMag=20 )
ZoomSnapList=( AimNode=AimNode_Chest, OuterSnapAngle=20, InnerSnapAngle=10, SnapOffsetMag=10  )
ZoomSnapList=( AimNode=AimNode_Head, OuterSnapAngle=0, InnerSnapAngle=0.0, SnapOffsetMag=0 )

;; Sniper Specific - Aiming Assist
bFrictionEnabled=True

; How close you must be to your target, in degrees
MagneticCorrectionThresholdAngle=1
; The maximum amount of correction, in degrees
MaxMagneticCorrectionAngle=0.5

;;When the number of shots in the mag is less than this it’ll play the ‘running low’ ammo sound along with the normal fire sound.
SteamSoundThreshold=1
NoAmmoFireSoundDelay=0.6

;; AI
AI_BurstFireCount=(X=1,Y=3)
AI_BurstFireDelay=(X=2.f,Y=3.25f)
AI_BurstFireMovingDelay=(X=2.0f,Y=4.0f)
AI_AimDelay=(X=0.25,Y=0.25)


And heres the other

[SFXGameContentDLC_CER_02.SFXWeapon_IncisorSniperRifle_CER_02]
;;The Incisor Rifle Extends the base Sniper Rifle
;;It pulls some stats directly from the antimat rifle

;; GUI
PrettyName=351642
IconRef=2
GeneralDescription=351643
ShortDescription=351820
GUIImage="GUI_SF_DLC_PRE_Incisor.InsisorSniperRifle_512"

;; Burst Settings
BurstRounds=3
BurstRefireTime=1.85f
MinRefireTime=1.85f
BurstMinRefireTime=1.85f

;; Recoil
Recoil=(X=1.0f,Y=1.0f)
ZoomRecoil=(X=0.0,Y=0.0)

;;Ammo
AmmoPerShot=5
InitialMagazines=9999
MaxSpareAmmo=(X=9999,Y=9999)
MagSize=(X=55,Y=55)
bIsAutomatic=true 

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

bUpgradesBasicWeapon=true
;; Damage and Ammo
Damage=(X=53.6,Y=53.6)
DamageAI=1.1f
DamageHench=0.6f
RateOfFire=(X=2600,Y=2600)
RateOfFireAI=1.0f
MagSize=(X=55,Y=55)
LowAmmoSoundThreshold=12
bUseSniperCam=true
bIsAutomatic=true

;;Ammo
bInfiniteAmmo=true
InitialMagazines=9999
MaxSpareAmmo=(X=9999,Y=9999)
AmmoPerShot=5

;; Burst Settings
BurstRounds=3
BurstRefireTime=1.85f
MinRefireTime=1.85f
BurstMinRefireTime=1.85f

;; Accuracy
MinAimError=(X=3.2,Y=3.2)
MaxAimError=(X=7.5,Y=7.5)
AccFirePenalty=25.4f
AccFireInterpSpeed=12.0f
CrosshairRange=(X=50,Y=100)

;; Recoil
Recoil=(X=3.0f,Y=3.0f)
ZoomRecoil=(X=0.2,Y=0.2)
RecoilInterpSpeed=15.f
RecoilFadeSpeed=3.0f
RecoilZoomFadeSpeed=0.95f
RecoilYawScale=0.2f
RecoilYawBias=-0.2f
RecoilYawFrequench=60

; Sniper Specific - Zoom Snap
;; Allow max range for zoom snap with sniper rifle
bZoomSnapEnabled=true
MinZoomSnapDistance=1000
MaxZoomSnapDistance=10000
ZoomSnapDuration=0.1
;; However decrease inner range of zoom snap to allow less pinpoint movement.
;; Remove head snap bone.
ZoomSnapList=( AimNode=AimNode_Cover, OuterSnapAngle=5, InnerSnapAngle=0.5, SnapOffsetMag=20 )
ZoomSnapList=( AimNode=AimNode_Chest, OuterSnapAngle=20, InnerSnapAngle=10, SnapOffsetMag=10  )
ZoomSnapList=( AimNode=AimNode_Head, OuterSnapAngle=0, InnerSnapAngle=0.0, SnapOffsetMag=0 )

;; Sniper Specific - Aiming Assist
bFrictionEnabled=True

; How close you must be to your target, in degrees
MagneticCorrectionThresholdAngle=1
; The maximum amount of correction, in degrees
MaxMagneticCorrectionAngle=0.5

;;When the number of shots in the mag is less than this it’ll play the ‘running low’ ammo sound along with the normal fire sound.
SteamSoundThreshold=1
NoAmmoFireSoundDelay=0.6

;; AI
AI_BurstFireCount=(X=1,Y=3)
AI_BurstFireDelay=(X=2.f,Y=3.25f)
AI_BurstFireMovingDelay=(X=2.0f,Y=4.0f)
AI_AimDelay=(X=0.25,Y=0.25)



Edited by ZippyDSMlee
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ME2 Weaponry tweaks

https://www.nexusmods.com/masseffect2/mods/156/?

tutorial in readme - use mod file as template;

 

Actually this is not a glitch - you just set wrong weapon parametres.

Quick fix for your Incisor:

- dublicate all values - copy and paste, they should be equal in both ini-s;

=========================

;; Burst Settings
BurstRounds=3
BurstRefireTime=0.4f
MinRefireTime=0.4f
;;Ammo
MagSize=(X=15,Y=15)
InitialMagazines=10
MaxSpareAmmo=(X=150,Y=150)
;; Damage and Ammo
RateOfFire=(X=600,Y=600)
MagSize=(X=15,Y=15)
;;Ammo
bInfiniteAmmo=true
InitialMagazines=10
MaxSpareAmmo=(X=150,Y=150)
;; Burst
BurstRounds=3
BurstRefireTime=0.4f
MinRefireTime=0.4f
==========================
- bInfiniteAmmo=true - make MaxSpareAmmo irrelevant - gun won't consume spare ammo; set lower value;
- BurstRefireTime and MinRefireTime - set: min=0.1f ; max=1.0f ;
- MaxSpareAmmo = MagSize * InitialMagazines ;
- AmmoPerShot = BurstRounds (must be equal) - remove AmmoPerShot - BurstRounds=3 will count ammo consumption/per shot automatically;
- MagSize must be: MagSize = BurstRounds * (how many shots you want the gun to fire/per magazine)
// MagSize=(X=30,Y=30) = BurstRounds=3 * 10 //;
- BurstRounds, BurstRefireTime, MinRefireTime - will make RateOfFire irrelevant - set lower value;
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ME2 Weaponry tweaks

https://www.nexusmods.com/masseffect2/mods/156/?

tutorial in readme - use mod file as template;

 

Actually this is not a glitch - you just set wrong weapon parametres.

Quick fix for your Incisor:

- dublicate all values - copy and paste, they should be equal in both ini-s;

=========================

;; Burst Settings
BurstRounds=3
BurstRefireTime=0.4f
MinRefireTime=0.4f
;;Ammo
MagSize=(X=15,Y=15)
InitialMagazines=10
MaxSpareAmmo=(X=150,Y=150)
;; Damage and Ammo
RateOfFire=(X=600,Y=600)
MagSize=(X=15,Y=15)
;;Ammo
bInfiniteAmmo=true
InitialMagazines=10
MaxSpareAmmo=(X=150,Y=150)
;; Burst
BurstRounds=3
BurstRefireTime=0.4f
MinRefireTime=0.4f
==========================
- bInfiniteAmmo=true - make MaxSpareAmmo irrelevant - gun won't consume spare ammo; set lower value;
- BurstRefireTime and MinRefireTime - set: min=0.1f ; max=1.0f ;
- MaxSpareAmmo = MagSize * InitialMagazines ;
- AmmoPerShot = BurstRounds (must be equal) - remove AmmoPerShot - BurstRounds=3 will count ammo consumption/per shot automatically;
- MagSize must be: MagSize = BurstRounds * (how many shots you want the gun to fire/per magazine)
// MagSize=(X=30,Y=30) = BurstRounds=3 * 10 //;
- BurstRounds, BurstRefireTime, MinRefireTime - will make RateOfFire irrelevant - set lower value;

 

The inf firing glitch did it in that once or twice too, plus I have inf ammo on and need the spare ammo stuff to simulate ME1 better(long reloading period when it over heats or waiting on it to get cool enough to shoot, anything else is worthless, even upping the drop rate made the game play worse, higher damage for most weapons, a few shots or bursts and INF ammo for all seems like the best balance IMO) . But the the inf firing glitch is there even on the default it popped up once. Under the newer setting the one I posted I just played for 3 hours and did not see it or the 1 point ammo lock on the player.

 

The only real problem is if the burst refire rate is to low you can go full auto on the 2nd burst and empty the clip, even with automatic set to false. So I compensated higher general refire rate with longer burst refire time, that with high ammo consumption means it never over shoots its burst. Might lower ammo or damage but so far its not glitching out on me.

 

Still seems like the burst code is bad, it should lock all shots to bursts and only shoot the burst number, the way its acting its more a time mechanic with no per shot cap so you can glitch full auto rather easily, I that's a hold over from Battlefield 2. 0-o

 

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I know its a mess, but you have to gauge weapon power and ammo regen rate which is based on refirerate. Then toy with ammopershot to balance it out, if you are going for a ME like setup. I'd rather have a messy ME1 setup for ammo than whatever ME2 is suppose to be.... its just a mess... I mean seriously they should have just let you carry more ammo the less weapons you carry... I did more with a pistol and Chem/Polonium rounds than most other weapons in any other FPS/RPG game! LOL

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Agree, guns in ME1 so much better than in ME2 and ME3.

They even mess with Adhesion and Friction parametres (bullets are fall on the ground after certain distance)

 

For better ME1 simulation set this properties:

======== Weapon heat model ========
WeaponsUseHeat=true
- All non-heavy weapons can use heat system, like in ME1: semi heat/thermal clip system (weapon can restore all ammo in current magazine and weapon can be reloaded);
// !!! If this value set to true it will override bInfiniteAmmo parameter//;
HeatDissipationRate=3.0f
- Time of gun recharging in heat mode; // in seconds //;

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Agree, guns in ME1 so much better than in ME2 and ME3.

They even mess with Adhesion and Friction parametres (bullets are fall on the ground after certain distance)

 

For better ME1 simulation set this properties:

======== Weapon heat model ========

WeaponsUseHeat=true

- All non-heavy weapons can use heat system, like in ME1: semi heat/thermal clip system (weapon can restore all ammo in current magazine and weapon can be reloaded);

// !!! If this value set to true it will override bInfiniteAmmo parameter//;

HeatDissipationRate=3.0f

- Time of gun recharging in heat mode; // in seconds //;

Yup have that, its just not enough, so I gave all weapons unique ammo per shot numbers, long reload times (pistols class 2-4, heavy pistol class 4-5, shotgun 4-7, sniper rifle 5-7,ect), Made the katana shotgun a full automatic, mind you I lowered the damage to balance it out. Kinda neat, but the recoil animation is dumb. Reminds me of hacking the animation speed on Quake 2 for faster refire rates LOL Really wish I could control pellets/projectiles per shot and cone, I'd make a couple of the shotguns space squirrel guns, firing 5X the pellets per shot LOL.

 

I'm mostly happy with it could sit down and refine damages more but I am playing on insanity so its hard to gauge damages LOL

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Recoil is the worst thing in ME2 and ME3 - completely removed that stuff in my mods. Alas stupid animation remains, I think it hardcoded in PCC or similar files. Still, if set recoil values to =0f gun's barrel wont be such jumpy and all projectiles will travel accurate (but friction and adhesion make them fall anyway - that stuff are not present in ME1 - you can fire from sniper rifle from 1km distance and you hit target with 100% chance).

About shotguns: in ME3 I can't increase pellets count - they are locked to 8x for each shotgun (except special guns like Grail and other).

 

Also I found interesting autoaim values:

======== Aiming assistance/autoaim ========
// This option generaly used in consoles - it helps player to aim more accurate via auto-aiming //;

bAimAssistEnabled=true
- true = on; false = off;

GlobalAimCorrectionFactor=0.0f;
AimCorrectionAmount=0.0
- Ballistics: converts all bullets to homing-sticky type (how close from enemy you need to shoot);

GlobalFrictionFactor=0.0f;
- Ballistics: mathematical graph of bullet kinetic energy (when if falls on the surface after certain distance);

GlobalAdhesionFactor=(X=0.0,Y=0.0);
EnemyMovementAdhesionFactor=0.0;
- Ballistics: mathematical graph of bullet spread (cone of bullets calculation when you shoot);

MagneticCorrectionThresholdAngle=2
- How close you must be to your target, in degrees
MaxMagneticCorrectionAngle=1
- The maximum amount of correction, in degrees;
- This two values (used by sniper rifles by-default), converting all bullets to homing-sticky type;
in degrees: 1 ~= 10°; (where 36~=360°);
min~=0.01; max~=36;
// if you set greater values to min/max AimError, min/max AccFirePenalty and set ~max Magnetic values - you can convert your gun to ZX-1 from "5-th element" ;) //;

 

Autoaming guns would be awesome to build (if someone have much time and patience to test all of this);

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Recoil is the worst thing in ME2 and ME3 - completely removed that stuff in my mods. Alas stupid animation remains, I think it hardcoded in PCC or similar files. Still, if set recoil values to =0f gun's barrel wont be such jumpy and all projectiles will travel accurate (but friction and adhesion make them fall anyway - that stuff are not present in ME1 - you can fire from sniper rifle from 1km distance and you hit target with 100% chance).

About shotguns: in ME3 I can't increase pellets count - they are locked to 8x for each shotgun (except special guns like Grail and other).

 

Also I found interesting autoaim values:

======== Aiming assistance/autoaim ========

// This option generaly used in consoles - it helps player to aim more accurate via auto-aiming //;

 

bAimAssistEnabled=true

- true = on; false = off;

 

GlobalAimCorrectionFactor=0.0f;

AimCorrectionAmount=0.0

- Ballistics: converts all bullets to homing-sticky type (how close from enemy you need to shoot);

 

GlobalFrictionFactor=0.0f;

- Ballistics: mathematical graph of bullet kinetic energy (when if falls on the surface after certain distance);

 

GlobalAdhesionFactor=(X=0.0,Y=0.0);

EnemyMovementAdhesionFactor=0.0;

- Ballistics: mathematical graph of bullet spread (cone of bullets calculation when you shoot);

 

MagneticCorrectionThresholdAngle=2

- How close you must be to your target, in degrees

MaxMagneticCorrectionAngle=1

- The maximum amount of correction, in degrees;

- This two values (used by sniper rifles by-default), converting all bullets to homing-sticky type;

in degrees: 1 ~= 10°; (where 36~=360°);

min~=0.01; max~=36;

// if you set greater values to min/max AimError, min/max AccFirePenalty and set ~max Magnetic values - you can convert your gun to ZX-1 from "5-th element" :wink: //;

 

Autoaming guns would be awesome to build (if someone have much time and patience to test all of this);

Now I want to play Turok 2, I miss the cerebral bore...

LOL

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