I don't know how to edit the distance for both knockback on death and hit mark; like I want to make it realistic which I tested with striker(any guns that does the same knockback like this pistol) and normal stat guns that doesn't do much knockback. I made it with 10 for on hit and 5 for on death, the normal stat guns make it feel realistic but the guns that does massive knockback like striker just flew them away to the sky.
Is it also possible to modify the knockback force on melee attacks, thrown objects, and explosions? Would be cool if I could punch someone across the room, or if my briefcases made people go flying on impact, or if explosions sent people flying even further than they already do in vanilla.
Edit: Whoops, didn't mean to send this as a reply to your comment. Meant to send it as an original comment.
@Sonyanto As far as I know, each gun has its own knockback distance. If you can find a specific gun you want (like Striker), then you can modify its knockback distance separately from the others.
@taberone Not sure if that's possible, at least I'm not aware of this. This is because (if I remember correctly) melee weapons and suitcases do not have properties like guns have. Is there a melee object that has a different knockback distance compared to others?
Mapsai, i absolutely love this mod and it's super fun to play with. I just wanted to ask if there's anyway to edit the titanium bullets to only a particular class of weapons, let's say snipers only , rather than all pistols and smgs etc ? I'd be really glad if you could help me here please
My mod does not allow that but it would be possible. When I update the mod, I run the script to filter guns and each gun has a type (SMG, etc.). Although in this case I would need to partially rewrite the mod which would take some time. But perhaps I could do that in the future.
Is there a way to silence guns? I love tough ruby but it's too noisy I can't make rude ruby slient only by add code ""092f6514-c34e-4d04-8d28-7ebbe14230d1": { "SilenceRating": "eSR_Silenced"}" into ComfortableWeapons.repository.json and enable ComfortableWeapons in smf. Later, I add ""MagazineSize": 20,"IsPerceivedAsWeapon": false" behind slience, magazinesize is falled too, but not weapon is worked ! I dont know why magazine and slience cant work, I need help! (092f6514-c34e-4d04-8d28-7ebbe14230d1 is (pistol) Rude Ruby (Item) code from QuickSearch for H3)
Not sure, I haven't tried. Probably there are more options in repo file that allow to silence the guns. I would need to check and test but I don't have enough time to find such option, unfortunately.
I'm not able to find a good resource on modding. Looking through the json files, I'm seeing that each entry is a binary address in hex.
From the user's end, I'd like to know which one is for which weapon so I can make small changes. Instead of perfect accuracy on all guns, I kinda want to tinker with them individually.
I used some trial and error to out which UUID addresses belong to the weapons I have unlocked. As near as I can tell from testing the "RecoilMax" value doesn't seem to do anything for pistols, only rifles.
The closest I could offer is extract main repository file and search for UUID. Each weapon has a name so it's possible to roughly know which weapon you searched for.
can i ask how fast is the normal unmodded bullet speed value on the slow bullets mod, im trying to make the bullets instant but without ruining the bullet hit detection e.g. when i set it too high it doesn't hit the rats on himmelstein and makes shock bullets doesn't explode
Would be nice to have an optional file for different Rifle/SMG semi-automatic variants, so that you wouldn't have to deal with all of them being semi. Great mod man!
I've found out something about the semi-auto weapons you can try and see if it works And if it works, you can incorporate it into the mod. Go into the sound files for the automatic weapons and change "Fullauto" to "Single" and see if that has an effect. Someone who's working on weapons mods found this in his pistol pack mod.
Apparently, according to what I've been told, all you'd have to do to fix this is change the stat in the audio area of the repo files for assault rifles and SMGs that's called "AudioFireType" from "..._Full_Automatic" to "..._Single". Then it should work to go along with what you've already done. If you could see about doing that in the near future, that'd be great. Especially given since I've found a couple of weapons/items mods it'd be useful on.
104 comments
Edit: Whoops, didn't mean to send this as a reply to your comment. Meant to send it as an original comment.
@Sonyanto As far as I know, each gun has its own knockback distance. If you can find a specific gun you want (like Striker), then you can modify its knockback distance separately from the others.
@taberone Not sure if that's possible, at least I'm not aware of this. This is because (if I remember correctly) melee weapons and suitcases do not have properties like guns have. Is there a melee object that has a different knockback distance compared to others?
I can't make rude ruby slient only by add code ""092f6514-c34e-4d04-8d28-7ebbe14230d1": { "SilenceRating": "eSR_Silenced"}" into ComfortableWeapons.repository.json and enable ComfortableWeapons in smf.
Later, I add ""MagazineSize": 20,"IsPerceivedAsWeapon": false" behind slience, magazinesize is falled too, but not weapon is worked !
I dont know why magazine and slience cant work, I need help!
(092f6514-c34e-4d04-8d28-7ebbe14230d1 is (pistol) Rude Ruby (Item) code from QuickSearch for H3)
From the user's end, I'd like to know which one is for which weapon so I can make small changes. Instead of perfect accuracy on all guns, I kinda want to tinker with them individually.
I used some trial and error to out which UUID addresses belong to the weapons I have unlocked. As near as I can tell from testing the "RecoilMax" value doesn't seem to do anything for pistols, only rifles.