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 Post subject: Weapon encumbrence
PostPosted: Tue Jun 09, 2015 3:14 pm 
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Joined: Mon Oct 13, 2014 3:59 am
Posts: 197
Is there a way to change the weapon encumbrance if you are wearing a armor suit? Identical to how the "undectability" works when you equip a vest, could you decrease the weapons weight by 80% for example when equipped in the backpack with the vest on?


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 Post subject: Re: Weapon encumbrence
PostPosted: Tue Jun 09, 2015 7:05 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
Yes, there is. Add this to the bottom of each vest stage:

Code:
      <modifier class="speed" value="-0.2" />


So that a full vest stage looks like this:

Code:
    <carry_item key="tank_armor.carry_item" name="tank armor" slot="1" transform_on_consume="tank_armor_2" time_to_live_out_in_the_open="0.1">
        <hud_icon filename="hud_vest.png" />
        <capacity value="1" source="rank" source_value="0.0" />
        <inventory encumbrance="1" price="1" />

        <model mesh_filename="vest.xml" />

        <commonness value="1.0" in_stock="1" can_respawn_with="1" />

      <modifier class="projectile_hit_result" input_character_state="death" output_character_state="none" consumes_item="0" />
      <modifier class="projectile_hit_result" input_character_state="wound" output_character_state="none" consumes_item="0" />
      <modifier class="projectile_hit_result" input_character_state="stun" output_character_state="none" consumes_item="0" />
      <modifier class="melee_hit_result" input_character_state="death" output_character_state="none" consumes_item="1" />

      <modifier class="projectile_blast_result" input_character_state="death" output_character_state="none" />
      <modifier class="projectile_blast_result" input_character_state="wound" output_character_state="none" />
      <modifier class="projectile_blast_result" input_character_state="stun" output_character_state="none" consumes_item="0" />
      <modifier class="speed" value="-0.2" />
    </carry_item>


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 Post subject: Re: Weapon encumbrence
PostPosted: Tue Jun 09, 2015 9:23 pm 
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Joined: Mon Oct 13, 2014 3:59 am
Posts: 197
Here let me reword it, sorry. I was wondering if there was code defined that changes the weight of all items in your inventory when wearing the vest? A standard loadout would be:

rifle = encumbrance 11.0
grenade = 4.0
medkit = 2.0

But if you put another rifle into your backpack for later it adds the backpack model and decreases your accuracy. So is it possible to either add more encumbrance total to your soldier when the vest is equipped or to decrease all weapons encumbrance by, lets say 50% with the vest equipped?

So that would equal up to:

rifle = 5.5(or round to 6)
grenade = 2.0
medkit = 1.0
plus
rifle in inventory = 5.5(or round to 6)

If the vest decreases all encumbrance by 50%

Which then gets rid of the accuracy decrease while giving you an extra weapon in the backpack for variety.

If this is not defined I could just make new weapons and decrease their encumbrance for the specific troop class or decrease the encumbrance for every weapon in my mod. So those are my retreating options if needed, which are do-able. But would love info on the possibility of this working.


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 Post subject: Re: Weapon encumbrence
PostPosted: Tue Jun 09, 2015 10:05 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
Not sure if that's possible. I think the backpack storage-before-accuracy-gets-decreased and the storage overall is hardcoded. The storage limit on a single soldier was changed to 500 a few patches ago, although the accuracy storage was still set to 10.


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 Post subject: Re: Weapon encumbrence
PostPosted: Wed Jun 10, 2015 1:34 am 
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Joined: Mon Oct 13, 2014 3:59 am
Posts: 197
The Soldier wrote:
Not sure if that's possible. I think the backpack storage-before-accuracy-gets-decreased and the storage overall is hardcoded. The storage limit on a single soldier was changed to 500 a few patches ago, although the accuracy storage was still set to 10.


Alrighty thx for the help, guess i will look into changing all weapons to be light enough for carrying a secondary at times


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