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GECK Weapon Variables (which ones are fake)?


KMA

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As the title says, here is the list of variables in the Weapons section of the GECK that I have found to do nothing.

I will make them conditional whenever possible. If you know of a condition that makes them useful then let me know and I will edit the master list. I have tested each of these with a range of low,high, and extreme variables.

 

Fire Rate - Only used when Automatic box is checked

Semi-Auto Fire Delay (Min/Max) - not used in fully-auto or semi-auto mode

Spread - Not used (only min spread value seems to work)

 

 

 

I doubt this is all of them, so if you know of more please post them here. I will update the above list as more are discovered (unless someone hacks it to remove the false variables).

 

EDIT - Apparently the only way to control the rate of fire is to use the Art and Sound tab, then change

the two variables Multiplier and Attack Multiplier (the AM is better thought of as Rate of Fire). An example:

Starting Values----------------------->Finished

Multiplier 1.0-------------------------->2.0 (Double the starting value)

Attack Multiplier 1.0------------------>0.5 (Halve the starting value)

(Sorry about the lines and arrow but white space is automatically deleted so the diagram is wrecked without them)

 

EDIT 2 - New bad news

The values that are automatically calculated in the GECK cannot be trusted. Luckily there are only three of them, the Attack Shots/Sec, Reload Time, and Jam Time. Setting these by manipulating the Multiplier and Attack Multiplier values beside them, will result in their automatic calculation. I have no idea how such a simple thing could be so badly coded, but if you reload the entry and check these you have about a 50% chance to see that they have changed. This is not due to the Multiplier or Attack Multiplier having changed, they are just not being reported correctly.

 

Since they are the only way to control the semi-automatic rate of fire, it gets even worse, since when you are entering a value the derived calculation jumps around impossibly. I have seen numbers like the following:

Attack Multiplier----------------------->(Automatically Derived) Attack Shots/Sec

1.3------------------------------------->1.8

1.33------------------------------------>1.85

1.333----------------------------------->2.15

1.3330---------------------------------->1.99

 

As you can see the GECK seriously needs to be patched to correct these flaws, as we cannot know what the rate of fire is. Try using the Tabs to switch back and forth between Game Data and Art and Sounds (where the multipliers are). You can see the numbers change for no apparent reason before your very eyes. This does not happen with all the weapons, but it does happen fairly regularly (say 20%). The disturbing thing is what else might not be working. I only have tried editing weapons so far and found all this. I hope others can help list anything else they have found so I do not waste any more time discovering already known bugs.

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