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Fleshing out my extended play mod


tsanford01

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Anyone seen a reference to weapon ranges in the UPKs? I would like to make some adjustments to make you switch weapons if the enemy is in your face by making pistols short range/high damage just like being shot in the face by a .45 should be. Not the current plink plink across the map when you run out of ammo. Adjusting the dmg through the INI makes them prefered to a rifle in a lot of cases.
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I believe range is adjusted in the ini. It works for me, at least.

(Although getting half an AK mag all over you is going to feel a lot worse than a .45... a controversial mechanic really - maybe if it was a shotgun etc)

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Quoted from INI sticky:

 

iRange=27 - This is the range at which you can use the ABILITIES of the weapon (NOT SHOT RANGE). This is still limited by hard coded limited on things like the Arc Thrower and Med Kit, but it will effect things like Grenades, Rockets, or Abilities like "Head Shot". IE, how far you can throw that grenade, shoot that rocket, or how close someone has to be for your to use head shot on them

 

Is this incorrect?

 

To clarify..Is the actual shot an 'ability'?

Edited by tsanford01
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Quoted from INI sticky:

 

iRange=27 - This is the range at which you can use the ABILITIES of the weapon (NOT SHOT RANGE). This is still limited by hard coded limited on things like the Arc Thrower and Med Kit, but it will effect things like Grenades, Rockets, or Abilities like "Head Shot". IE, how far you can throw that grenade, shoot that rocket, or how close someone has to be for your to use head shot on them

 

Is this incorrect?

 

To clarify..Is the actual shot an 'ability'?

 

Yes, but the iRange doesn't affect it. It seems the shooting ability is limited by the view distance of the unit. But we can't increase the view distance of the unit because it will crash the game.

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The more time i spend modding this game the more i decide it is very limited in how much it can be improved...gonna try the Xenonauts demo hopefully that one will interest me beyond 5-6 quick plays on repetitive maps. even making each mission take twice as long it just feels the same..very disappointed.
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Shot is the ability, but there are more kinds of shots depending on used perk. eAbility_ShotStandard (7) is standard shot, eAbility_ShotStun (9) is Arc Thrower for stunning, eAbility_ShotSuppress (17) is supressing fire and more. Grenades and rocket launcher are abilities too.

 

Check XGAbilityTree in XComGame.upk and how perks work for details.

 

What I see, most ability shots have range set by Sight, except grenades, arc thrower and medikit. Grenade's range is defined by weapon. Not sure about sniper with Squad Sight. Here are some helpers for what the third number (iRange) in BuildAbility function means.

 

enum EAbilityRange
{
eRange_Weapon,
eRange_Sight,
eRange_SquadSight,
eRange_Loot,
eRange_Unlimited,
eRange_MAX
}

Changing frag and alien grenade's range in DefaultGameCore.ini works. Should also work for smoke grenade and battle scanner.

 

Weapons=(iType=eItem_FragGrenade,...,iRange=27,...)

 

I can see the fun, because if I'm right, aliens will benefit from such changes as well. :)

 

So what can be done knowing this? Edit abilities to have iRange of a weapon (third number 1) and edit DefaultGameCore.ini and don't forget to modify alien weapons too.

Edited by Drakous79
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I was only playing with ranges not set at 27 (shotty, grenades) and it seemed to work. Though it indeed didn't with 27 ones, but I was only trying to extend the range, and assumed sight put a cap on it.

 

So it's a coding oversight - should it be possible to fix it once and for all then, or are there some issues with that?

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Thanks for all the insight guys, but the sight limitation kills my idea of having the weapons actually have different ranges besides shotgun and sniper that can be tweaked in the ini with close and fall ranges. wanted to make rifles long range weapons and pistols shot range high damage ones as my mod is built on impossible for the spawn count they do tend to end up right on you. would be a nice strategic/tactical maneuver to draw your sidearm and plug them. while leaving sniper rifle long range and changing assault to mid range....just a little back ground on what i was tryin to do.
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Thanks for all the insight guys, but the sight limitation kills my idea of having the weapons actually have different ranges besides shotgun and sniper that can be tweaked in the ini with close and fall ranges. wanted to make rifles long range weapons and pistols shot range high damage ones as my mod is built on impossible for the spawn count they do tend to end up right on you. would be a nice strategic/tactical maneuver to draw your sidearm and plug them. while leaving sniper rifle long range and changing assault to mid range....just a little back ground on what i was tryin to do.

 

 

Do to the length my missions have become it takes many shots to destroy cover..if you want to break cover basically you need explosives so granade range and rockets is a none issue. They have become tools to expose entrenched enemies.

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