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Changing Missile Ranges


einherjrar

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Thus far, I've tried the following changes in the GECK to try and up the range of weapons;

 

In my example, I am trying to change the range of the assault rifle to that of the sniper rifle (or exceed it).

 

Assault rifle has min range of 250 something, max range of 700 something.

-Uses 5.56Projectile

Sniper rifle has min range of 700 something, 3000 something.

-Uses SniperRifleProjectile

 

 

I have changed the assault rifle range to 700 min - 3000 max, 1500 min - 6000 max, 10000 - 50000, ect;

I have changed the projectile for the assault rifle from 5.56projectile to sniperrifleprojectile;

 

None of the changes I make to the range value or projectile type in the GECK seem to affect the range ingame. :wallbash:

 

 

EDIT; sight FOV, sight usage are both dead ends as well

 

I am also experimenting only with existing game data of vanilla FO3; maybe a new weapon entry wouldn't have this problem?

 

Am I missing something? Or is this a known problem?

-ein

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Okay;

 

I have managed to effectively increase the range by lowering the spread of the weapon.

 

min/max spread of 0 gives the same % to hit with assault rifle now as with sniper rifle.

 

The sniper rifle has the maximum appearent range in vats for base to hit %.

 

I want to exceed the range of the sniper rifle;

But how can I exceed a value below zero?

 

I want weapons with extreme range, how can I alter the tohit% further for the weapon?

-object effect?

-projectile data?

-script?

 

any input would be great.

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The range is defined in the projectile settings as well, maybe you should try that.

 

I have also tried this; projectile range is how far the bullet will be tracked before it (poof) dissapears into the horizon.

-does not affect % to hit

 

I have been trying to add an enchantment or object effect that will grant benefit similar to the commando perk;

 

no success yet.

 

Alternately, I could edit the commando perk and increase the multiplier for the calculatehitpercentage value.

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