tony007 Posted November 23, 2008 Share Posted November 23, 2008 In the FOMM, what values are responsible for the firing rate. Can someone lead me there? Like in the DNAM or DATA tab in the lower left-hand corner. Which values, could be one of those "unkowns," is reliable for making a weapon fire faster or slower. I've tried to change the time between 1st, 2nd, and rapid fire rate. I don't think it works. Link to comment Share on other sites More sharing options...
Moraelin Posted November 23, 2008 Share Posted November 23, 2008 In the FOMM, what values are responsible for the firing rate. Can someone lead me there? Like in the DNAM or DATA tab in the lower left-hand corner. Which values, could be one of those "unkowns," is reliable for making a weapon fire faster or slower. I've tried to change the time between 1st, 2nd, and rapid fire rate. I don't think it works. I _think_ that the actual rate of fire in real time is actually determined by the animations. The number of shots in VATS, though, that is determined by the "number of rounds per shot" entry in DNAM, though weirdly. For low numbers of shots: 6 in FOMM --> 2 shot bursts in VATS, for Colonel Autumn's Laser Pistol8 --> 3, all standard assault rifles10 --> 4, the standard SMG12 --> 5, an experimental mod that never got published For large numbers of shots for miniguns, it seems to get an extra 2 added: 20 --> 8, standard miniguns24 --> 10, a test version of the minigun VATS rebalance mod28 --> 12, final version of that mod Link to comment Share on other sites More sharing options...
tony007 Posted November 23, 2008 Author Share Posted November 23, 2008 In the FOMM, what values are responsible for the firing rate. Can someone lead me there? Like in the DNAM or DATA tab in the lower left-hand corner. Which values, could be one of those "unkowns," is reliable for making a weapon fire faster or slower. I've tried to change the time between 1st, 2nd, and rapid fire rate. I don't think it works. I _think_ that the actual rate of fire in real time is actually determined by the animations. So you're saying the animation does the speed? That's ridiculous. Well, i have this laser rifle that i want to make fire a little faster. How could i bypass the animation restriction on firing speed? Link to comment Share on other sites More sharing options...
ironsightsffs Posted November 23, 2008 Share Posted November 23, 2008 In the FOMM, what values are responsible for the firing rate. Can someone lead me there? Like in the DNAM or DATA tab in the lower left-hand corner. Which values, could be one of those "unkowns," is reliable for making a weapon fire faster or slower. I've tried to change the time between 1st, 2nd, and rapid fire rate. I don't think it works. I _think_ that the actual rate of fire in real time is actually determined by the animations. So you're saying the animation does the speed? That's ridiculous. Well, i have this laser rifle that i want to make fire a little faster. How could i bypass the animation restriction on firing speed? In my only modding exp, I used DeHackEd to have Doom 2 shorten the duration of certain frames, combined with having it skip certain frames for ex on the double barreled shotty. Link to comment Share on other sites More sharing options...
BulletSix Posted November 24, 2008 Share Posted November 24, 2008 here´s a reply of Vashts to my question about making a rifle semi-auto. Maybe it helps somewhat: as far as the DNAM values go, first of all, change the fire trigger to 68 and the firing animation to 32 then you should have a semi automatic rifle. (tehnically, 68 is the fire trigger for the sniper and 32 is the firing animaton from the pistol. i cant telly you _Why_ these setting do what they do, but i can tell you from messing with them for 2 days that they work. feel free to experiment with other weapons values and see what happens. thats how i did it) from there you can modify the reload time to change your fire rate, or the rate at which you can pull the trigger. the smaller the value is the slower it fires. basically in your case i would try to edit the "reload time" value, as the other changes eliminate the auto-fire. (this could lead to a mismatch between the animation and the number of bullets fired, but trial and error wins ;) ) Link to comment Share on other sites More sharing options...
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