bigger weapon clips

Post » Sun Aug 08, 2010 10:15 pm

I'm playing around with the fire rate of the mini gun, and I was wondering if it is possible to make the clip size larger than 255. this gun uses custom ammo that I made just for this purpose, and I thought changing the "clip size" field for that ammo would do it, but it automatically changes back to 255. that makes me think the max clip size is set by a setting some where, but I looked in the settings and the globals, and I can't seem to find it.

So, if I can do this, how do I do it?

Thanks
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BlackaneseB
 
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Post » Sun Aug 08, 2010 10:12 am

It's probable that the number is limited to a http://en.wikipedia.org/wiki/Integer_(computer_science)#Common_integral_data_types, and won't accept more than 255.
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Misty lt
 
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Post » Sun Aug 08, 2010 10:05 pm

You could always make the weapon 'not' use ammo... :lol:
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Thomas LEON
 
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Post » Sun Aug 08, 2010 6:21 pm

You could always make the weapon 'not' use ammo... :lol:


Automatic Weapons that do not use Ammo are bugged and the game forces them to fire several hundreds of rounds per second and will turn that weapon into an overpowered beast even if you only set the dmg to 1 its Bugged DPS will be in the thousands.
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Catherine N
 
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Post » Sun Aug 08, 2010 8:54 am

Automatic Weapons that do not use Ammo are bugged

Really? I will have to look at that because I am sure the minigun I have in my vault simulation does not do that.
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Natalie J Webster
 
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Post » Sun Aug 08, 2010 5:31 pm

You could just give the user ammo when he has the weapon equipped and is attacking which is playeranim 2.
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Minako
 
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Post » Sun Aug 08, 2010 8:15 am

Really? I will have to look at that because I am sure the minigun I have in my vault simulation does not do that.

Yup. I wanted to make a minigun that did not use ammo, and no matter what I set the fire rate too, it fired hundreds of rounds per second. The second I made it use ammo again, it fired as fast as I set it too. Let me find my thread on it, and I'll post a link.

EDIT: Here it is, it describes exactly the issue SaidenStorm explained. http://www.gamesas.com/index.php?/topic/1108617-having-issues-making-custom-minigun/page__p__16242452__fromsearch__1&#entry16242452.
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mike
 
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Post » Sun Aug 08, 2010 8:11 pm

Yup.

Nope.

I made a copy of the minigun, only changing the ammo use to 0. I place that and the regular minigun in the world.

I made a copy of the brahmin, placed two of them in the world. Using 'setAV health' I made sure they have 500 health each. (verified with 'getAV Health' in console.

I fired the unmodified minigun at the first brahmin for 3 seconds. Checked its health and it was 450.54.

I fired the modified minigun at the second brahmin for 3 seconds. Checked its health and it was 459.79*.

*(slight variation based on hit percentage and non-precise timing)


Results: Unless I am missing something here, I see no bug in changing the ammo use to 0. It certainly did not make the weapon 'overpowered'.
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ANaIs GRelot
 
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Post » Sun Aug 08, 2010 5:23 pm

There's a bug that someone ran across, but based on your testing it's not as simple as was initially thought.
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Courtney Foren
 
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Post » Sun Aug 08, 2010 10:13 pm

Nope.

I made a copy of the minigun, only changing the ammo use to 0. I place that and the regular minigun in the world.

I made a copy of the brahmin, placed two of them in the world. Using 'setAV health' I made sure they have 500 health each. (verified with 'getAV Health' in console.

I fired the unmodified minigun at the first brahmin for 3 seconds. Checked its health and it was 450.54.

I fired the modified minigun at the second brahmin for 3 seconds. Checked its health and it was 459.79*.

*(slight variation based on hit percentage and non-precise timing)


Results: Unless I am missing something here, I see no bug in changing the ammo use to 0. It certainly did not make the weapon 'overpowered'.


Setting a weapon to not have an ammo and setting ammo use to zero are two completely different settings !
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[Bounty][Ben]
 
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Post » Sun Aug 08, 2010 3:26 pm

Setting a weapon to not have an ammo and setting ammo use to zero are two completely different settings !

Okay.
I said 'not use ammo', not 'remove the ammo'. I guess that is where the confusion came from.
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Jessica White
 
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Post » Sun Aug 08, 2010 7:26 pm

It's probable that the number is limited to a http://en.wikipedia.org/wiki/Integer_(computer_science)#Common_integral_data_types, and won't accept more than 255.


this seems likely, considering my inability to find a setting for it.

bummer,

and I want the gun to use ammo
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tiffany Royal
 
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Post » Sun Aug 08, 2010 2:56 pm

Well, you could add a timer via script which detects the attack key presses and depends on the rate of fire.

For example, if your weapon fires 3 rounds per second, after 3 seconds you will have spent 9 rounds.

Since it will be timed, the ammo use may be approximate (but it shouldn't be too difficult to set up a float timer) but if it's a
minigun, 20 rounds give or take won't matter much.

When the timer detects that you should be out of ammo, you can disable your attack key until you either press your reload key
(and force the reload animation) or unequip your weapon :D

Edit: Based on the timer you can also remove from your inventory the approximate ammo spent.

This approach would only really work though if we can set up a more accurate timer, but I'm pretty sure there is a way, I just can't
remember :P
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Danel
 
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Post » Sun Aug 08, 2010 10:06 pm

this seems likely, considering my inability to find a setting for it.

bummer,

and I want the gun to use ammo

Script it.
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Charlotte Lloyd-Jones
 
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