OpenXcom Forum

Modding => Released Mods => Topic started by: Solarius Scorch on January 24, 2014, 09:06:24 am

Title: [WEAPON] Minigun 1.8b
Post by: Solarius Scorch on January 24, 2014, 09:06:24 am
This is my very first project for Open X-Com: a simple weapon mod in the vein of Ryskeliini's works.

It adds a minigun, a human weapon that has a shocking 20 bullet autoshot. While this number may seem totally off the scale, the weapon isn't really overpowered, as the bullets are weak and rather inaccurate; plus the entire thing is heavy and cumbersome as hell. Still, it is fun to mow down trees with hail of ammo, so I hope at least some of you will like it. Also contains a big ammo pack.

(https://i200.photobucket.com/albums/aa43/SolariusScorch/Modding/screen003.jpg) (https://s200.photobucket.com/user/SolariusScorch/media/Modding/screen003.jpg.html)

All sprites were made by me, although the basic picture was heavily modified from some 3D artwork found on the net (author unknown).

Special thanks to Ryskeliini for his amazing work and providing the weapon sound!

This mod is available on mod.io (https://openxcom.mod.io/minigun).

EDIT 1: By popular demand, I added a similar, but lighter version, somewhat based on Warboy's ideas. I don't like the bigob yet, so I'll probably upgrade it soon; for now, enjoy what you have. :)
Also I admit it was put together in a hurry and not tested as much as I'd like. Please tell me if anything's wrong.

EDIT 2: Added a minigun HWP. For now it looks like the Tank/Cannon, but I'll try to do something about this. :)

EDIT 3: New sprites for the Light Minigun - courtesy of Wicked Wirtz, who allowed me to use his old X-Com mod: https://www.strategycore.co.uk/files/new-weapons-mod/

EDIT 4: Big changes!
EDIT 5: Fixes, new translations.

EDIT 6: New upload of the mod, since the old one was clashing with another mod on the page. Updated to the new mod system.

EDIT 7: Now the zip is also here, since reportedly the mod portal is being difficult.

EDIT 8: The portal is dead, dead and dead, so I've moved it the new mod portal (this one is actually good). Long live the king! I also fixed the handobs.
Title: Re: [WEAPON] Minigun
Post by: crisisdude on January 24, 2014, 09:09:25 am
Is there gonna be a download link?
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on January 24, 2014, 09:10:11 am
I'm getting "Error 503 Service Unavailable" when adding an attachment, please be patient :)

EDIT: Done!
Title: Re: [WEAPON] Minigun
Post by: Quixote on January 24, 2014, 09:43:25 am
Isn't the auto cannon from the original game in fact a minigun? That's what I always thought at least
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on January 24, 2014, 10:15:54 am
Isn't the auto cannon from the original game in fact a minigun? That's what I always thought at least

Yes and no. Auto Cannon indeed has multiple barrels, but it fires large, heavy bullets, while the classic video game minigun fires bullets that aren't stronger than a rifle, just a ton of them. This is what I was going for anyway (actually my minigun bullets are even weaker than rifle ammo).
Title: Re: [WEAPON] Minigun
Post by: Quixote on January 24, 2014, 03:49:05 pm
I don't like the idea of a minigun with wimpy bullets.. maybe you could also balance it in other ways ?
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on January 24, 2014, 03:58:52 pm
I don't like the idea of a minigun with wimpy bullets.. maybe you could also balance it in other ways ?

Well, we could give it only 10 shots instead of 20 and make it stronger, say power 35... But that would mean less fire suppression, and that's what minigun is supposed to do. It's not as much a killing weapon as a suppressor. So I wouldn't like going there, since we already have Auto Cannon.
Also, the real world minigun fires 7.62 mm ammo, which basically is normal machine gun ammo. But it also weighs 50 kg, so a human-sized weapon must be lighter (and is still really heavy).
Title: Re: [WEAPON] Minigun
Post by: Align on January 24, 2014, 08:31:58 pm
Suppressing what, exactly? 35 (average) damage seems like it would glance off of alien armor an awful lot, and it's not like you can intimidate the AI.
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on January 24, 2014, 08:44:36 pm
Suppressing what, exactly? 35 (average) damage seems like it would glance off of alien armor an awful lot, and it's not like you can intimidate the AI.

I was referring to theoretical real life applications. In X-Com, it just mows down terrain and unfortunate aliens.
And don't worry, it kills them good. I wouldn't release a useless weapon, would I? :)
Title: Re: [WEAPON] Minigun
Post by: yrizoud on January 24, 2014, 09:21:01 pm
And the current stats make it a bit too easy to creep up on a tough-skinned enemy and unleash 20 bullets in its back. Won't harm it, but immediate maximum experience for this mission !
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on January 24, 2014, 09:45:49 pm
And the current stats make it a bit too easy to creep up on a tough-skinned enemy and unleash 20 bullets in its back. Won't harm it, but immediate maximum experience for this mission !

If you manage to do something like this, you deserve the damn XP :) But it's really hard to do, you can't really move if you intend to fire this turn.
Anyway, a Sectoid normally dies after being hit once or twice... But if you really want to kick a Muton in the ass, be my guest :)
Title: Re: [WEAPON] Minigun
Post by: Quixote on January 26, 2014, 12:53:56 pm
In real life, miniguns are not for suppression, they are for killing and destroying aircraft and light vehicles and everything that isnt heavily armoured. And they are not carried by soldiers, as I am sure you already know.

So, I could imagine it would be interesting to put your minigun on a HWP, let it be quite destructive, but restrict ammo (to reflect that even though you have a lot of ammo on board, the sheer rate of fire would chew through it in no time)

Just a suggestion..
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on January 27, 2014, 12:12:28 pm
Yes, they're not actually used nowadays by troopers. AFAIK they were supposed to by used by infantry to clear landing areas and root out enemy soldiers from cover, but they could never solve the problem with the power supply, which in the 70's - 80's would have to weigh at least 40 kg. Therefore the idea was only realized in fiction, most notably in Predator.

With today's energy storage technology, used in cellular phones and such, this technological barrier is no longer a problem. However, due to the change of war doctrine, nobody is really interested in hand-held miniguns. Hence my minigun, like other gamey miniguns, is a theoretical weapon based on what could have been.

As for putting a minigun on a HWP, it's not a bad idea at all. I think I'll include it in an upgrade, thanks!
(I think I'll stick to the same clip size though, for technical reasons: a different clip size would require a whole new weapon.)
Title: Re: [WEAPON] Minigun
Post by: Ran on January 27, 2014, 05:24:18 pm
I think this would be perfect for HWPs, think of it as a M61 Vulcan Gatling Autocannon firing at 6.000 RPM
I'd love to see that, the standard Tank / Cannon isn't very useful IMHO.
Title: Re: [WEAPON] Minigun
Post by: Quixote on January 28, 2014, 11:45:39 am
he problem with the power supply, which in the 70's - 80's would have to weigh at least 40 kg.

With today's energy storage technology, used in cellular phones and such, this technological barrier is no longer a problem. However, due to the change of war doctrine, nobody is really interested in hand-held miniguns.

That's actually interesting, i always thought the problem was the weight of the ammo, not the power source.. and also that in real life combat, a regular machinegun has high enough rate of fire :) But would be interesting to see a real life minigun in action. I guess it would be mounted on a portable tripod.
Title: Re: [WEAPON] Minigun
Post by: Drako^BB on January 29, 2014, 09:19:23 pm
Yes, they're not actually used nowadays by troopers. AFAIK they were supposed to by used by infantry to clear landing areas and root out enemy soldiers from cover, but they could never solve the problem with the power supply, which in the 70's - 80's would have to weigh at least 40 kg. Therefore the idea was only realized in fiction, most notably in Predator.

With today's energy storage technology, used in cellular phones and such, this technological barrier is no longer a problem. However, due to the change of war doctrine, nobody is really interested in hand-held miniguns. Hence my minigun, like other gamey miniguns, is a theoretical weapon based on what could have been.

As for putting a minigun on a HWP, it's not a bad idea at all. I think I'll include it in an upgrade, thanks!
(I think I'll stick to the same clip size though, for technical reasons: a different clip size would require a whole new weapon.)


I use it with PowerArmur (  as the name suggests is the power source  ).  So it give  soldier a extra strenght .  Also in  ufo: aftermath  minigun requires a hevy armour  had there have exoskeleton and power source  so troopres could carry it
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on January 29, 2014, 09:40:55 pm

I use it with PowerArmur (  as the name suggests is the power source  ).  So it give  soldier a extra strenght .  Also in  ufo: aftermath  minigun requires a hevy armour  had there have exoskeleton and power source  so troopres could carry it

Yes, it's a good design, but I didn't want a total overhaul mod just yet :) Therefore I made this little mod with no such armour features in mind.
Title: Re: [WEAPON] Minigun
Post by: Drako^BB on January 31, 2014, 04:20:51 pm
Is will be nice that minigun will be require some power armour  or some thing like this in future update :)
Title: Re: [WEAPON] Minigun
Post by: Fox105iwsp on February 01, 2014, 04:24:26 pm
Hey, I'm new here.
  I got the new shotgun mod today and it unlock great possibilities for this minigun mod  :D

Using an old trick from Stick Soldiers 2, I increased the rate of fire of the weapon without the long firing sequenced  ;D

Hope this Demo will help, basically I added the shotgun spread to increase rate of fire. Also I mounted it on my experimental SWS/HWP unit.  I think it's funny. Also if anyone has any ideas on how I can fix my sws turret, please let me know  :(

Great mod, keep up the great work
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on February 01, 2014, 04:38:19 pm
Okay, I admit it's a very intriguing idea to use the shotgun mechanics. I'll certainly check it out, many thanks.

As for the weapon modification... let's see:

I don't want to sound rude, but what on Earth were you thinking? My decisions are not always right of course, but do you think the original minigun was that much underpowered? What was the reasoning behind this? And why would I ever use rifles or auto-cannons?

Stats aside, I'll certainly use your files when I'm ready to make my own minigun HWP. Thanks!
Title: Re: [WEAPON] Minigun
Post by: Fox105iwsp on February 01, 2014, 05:02:40 pm
 ;) Hee-hee, I like miniguns. I'm known as a Fox Gunner is some parts,

as for the stats, experimental, just to see how much I could destroy, terrain and enemy wise. It should also be noted that using the stats I posted, I had the following failures:
- Emptied entire payload into Cyber Disk or Sectopod= NOTHING!!!!
- Failure to damage  most buildings except for wood, doors, gas pumps, and shelves.
- Reapers and Snakeman onwards take some effort.
- Massive collateral damage to civilians in terror site, not ideal for XCOM PR....
- Friendly fire issues, some tactical positioning required  for covering fire.
- HWP ran out of ammo during long engagements

So, if you think about it, you'll always need Rifles for more accurate surgical shots, auto cannons for heavy duty destruction and burning....
My main team always has Rifles,smgs, rockets, laws, sniper rifle, auto and heavy cannons, pistols and one minigunner. Guess now a shotgun can be issued too  :) Eitherway, it's a great mod. I'll admit, I think I'm having too much fun mowing down groups of Sectoids and floaters  ;D 
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on February 01, 2014, 05:14:43 pm
Ah yes, I see what you mean now. :) I might adjust the weapon a little, but not to this extent :) I might give it more accuracy, but first I need to check how it'll work with the shotgun mechanics (and I'm kinda doing something else now).
A new version will come when I do the tank anyway.
Title: Re: [WEAPON] Minigun
Post by: Fox105iwsp on February 01, 2014, 05:37:41 pm
It's okay, but I think accuracy is out when using the shotgun script  :-\

Also, I was doing research for a lineup of miniguns:
- a lightweight low power model for rookies and girls (Using the Doom chaingun sprites)
- High Ranking officer use General purpose Minigun (Probably just use yours  :) )
- Gauss Minigun for mid or late -game, because I want to reintroduce the TFTD Gauss lineup  :D
- Laser and Plasma Gatlings for max firepower in late game

But I doubt Laser and Plasma can use the script, so they'll just be 5 to 7 round Bursts with more accuracy then projectile gatlings.
Still, only if I have the time, I can't figure out the SWS turret yet either  :(
Title: Re: [WEAPON] Minigun
Post by: Warboy1982 on February 01, 2014, 11:51:05 pm
shotgun physics will work with any damage type, as long as the blast radius is 0, but the accuracy drops by 5% for each additional bullet (so when firing 5 pellets, one will be at normal accuracy, one will be at -5, one will be at -10 and so on) i'd say your best bet here is to increase the bullet SPEED. setting it to around 32 will cause it to fly at supersonic speed, and the autoshot will be over in about 2 seconds, without sacrificing accuracy. setting it to 1000 will basically cause instant hits, although they'll be successive rather than simultaneous, which i think is what you're looking for.
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on February 02, 2014, 12:12:40 am
Thanks Warboy, this is valuable info. I'm still considering the other option just for general destructiveness of the environment, but I guess we'll have this with consecutive fire too.
Title: Re: [WEAPON] Minigun
Post by: Fox105iwsp on February 02, 2014, 02:25:01 am
Yeah, thanks warboy, that is good info to have  :) is the line code simply bullet speed?
Title: Re: [WEAPON] Minigun
Post by: Warboy1982 on February 02, 2014, 02:29:25 am
bulletSpeed: 32
https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29#Items (https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29#Items)
Title: Re: [WEAPON] Minigun
Post by: Fox105iwsp on February 02, 2014, 02:33:19 am
I see, thanks a lot for the info and a great shot gun mod Colonel  :D
Title: Re: [WEAPON] Minigun
Post by: Warboy1982 on February 04, 2014, 06:27:05 am
i've put my own spin on this weapon (pun definitely intended)
see what you think.
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on February 04, 2014, 09:46:14 pm
i've put my own spin on this weapon (pun definitely intended)
see what you think.

Ah, you did what I was supposed to do :) Thanks :)
From the ruleset, I like it, though I didn't have the chance to try it out. Still, I see what you did there.
Nevertheless, I'll keep the old weight and firepower. It's really not too heavy to use, you just need a big girl - okay, or a big guy - to carry it... :) And I think 20 shots will stay. But seeing how many people want a similar, but lighter weapon, I think I'll try and make it.
Now I need to do the tank... Probably over the weekend... Then I'll update the mod.

EDIT: Saw the sprites update. You are too good for us.
Title: Re: [WEAPON] Minigun
Post by: Dioxine on February 05, 2014, 12:35:54 am
Adding my 2 cents to the minigun hype, I've redesigned the Bigobs for it (flashy neon light might be over the top, but it's easy to remove), and also I drew a backpack (yet again using nice Ryskelinii's LMG clip as a base :3 ) Feel free to use it if you like it, Solar!
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on February 05, 2014, 01:04:08 am
Adding my 2 cents to the minigun hype, I've redesigned the Bigobs for it (flashy neon light might be over the top, but it's easy to remove), and also I drew a backpack (yet again using nice Ryskelinii's LMG clip as a base :3 ) Feel free to use it if you like it, Solar!

Thanks! I guess that'd require a boost in clip size! XD
Title: Re: [WEAPON] Minigun
Post by: Fox105iwsp on February 05, 2014, 01:06:22 am
Cool, a second magazine with different weight and ammo capacity  :)
Title: Re: [WEAPON] Minigun
Post by: Dioxine on February 05, 2014, 01:22:18 am
Almost forgot the Floorob! Here ya go:
Title: Re: [WEAPON] Minigun
Post by: Mr. Quiet on February 05, 2014, 02:57:53 am
Freaking awesome mod! I love it! I had some suggestions, but you guys are already on top of that.
Title: Re: [WEAPON] Minigun
Post by: Warboy1982 on February 05, 2014, 06:05:17 am
i also replaced the sound and fixed the handobs
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on February 05, 2014, 09:54:53 am
i also replaced the sound and fixed the handobs

The handobs were indeed broken and meant to be replaced. The sound is a matter of taste. After all I will make two miniguns of different weight/power - handobs will be the same, they will only differ the bigobs, ammo and sound (and stats of course).
Title: Re: [WEAPON] Minigun
Post by: Mr. Quiet on February 05, 2014, 11:59:35 pm
Post the updated one please, I wanna play with it now 8)
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on February 07, 2014, 12:19:56 am
Post the updated one please, I wanna play with it now 8)

Please give me time until Saturday, I have too much on my plate already :D
Title: Re: [WEAPON] Minigun
Post by: Mr. Quiet on February 07, 2014, 05:00:21 am
That's fine, take your time. I'll be playing all day Sunday so I can wait for the update!

About the positioning of the weapon when held by the Operative. Would it look better if the minigun was held sightly tilted up or down? It's a huge gun that sticks out no matter what you do though.
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on February 07, 2014, 09:35:32 am
That's fine, take your time. I'll be playing all day Sunday so I can wait for the update!

About the positioning of the weapon when held by the Operative. Would it look better if the minigun was held sightly tilted up or down? It's a huge gun that sticks out no matter what you do though.

I'll certainly do some experiments, but Warboy also fixed the sprites, so try his version.
Title: Re: [WEAPON] Minigun
Post by: Mr. Quiet on February 07, 2014, 09:23:15 pm
Alright. I'm assuming Warboy's is "Minigun_1.0" from the second page. Thanks!
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on February 07, 2014, 09:30:26 pm
Alright. I'm assuming Warboy's is "Minigun_1.0" from the second page. Thanks!

If you wait for a day, it'll be much clearer :)
Title: Re: [WEAPON] Minigun
Post by: Mr. Quiet on February 07, 2014, 09:50:54 pm
If you wait for a day, it'll be much clearer :)
That's a deal :D
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on February 08, 2014, 02:53:39 am
Guess what, I did it :) Well, sort of; I never had the time to make the tank, only added a lighter version of the weapon (similar to Warboy's) and used Dioxine's sprites for the real deal. The Minigun 1.1 mod is in the initial post.

I want to make a better sprite for the light minigun later. For now, please use the old one, since I believe in frequent updates. :)

When installing, remember to remove the entire Resources/Minigun folder first, as the new files often have different names.

Another version coming soon!

EDIT: Added the tank! Everything's functional, and available for download in the first post.
Next thing, I need to work on visual improvements.
Title: Re: [WEAPON] Minigun
Post by: Mr. Quiet on February 08, 2014, 03:27:17 am
Downloading now. I need to sleep already, but I'm just gonna take a quick look in-game ;D

Thanks Solarius!

Edit: I only had time to test the heavy minigun and when I fire, the screen goes crazy for a second and it's over. Did I do something wrong or is this how it should function? I didn't even see the bullets because the screen was flashing too fast.

Other than that, I like the rest of changes you've made to the weapon, keep it up! Also hope you wouldn't mind separating the weapons and HWP so we can choose what we want. Thanks mate!
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on February 09, 2014, 02:13:44 pm
Edit: I only had time to test the heavy minigun and when I fire, the screen goes crazy for a second and it's over. Did I do something wrong or is this how it should function? I didn't even see the bullets because the screen was flashing too fast.

It's sort of right. I'm still experimenting with BulletSpeed (currently at 50); the current speed works for me, but it's a matter of preference.

If you manage to get a nicer result without making the shooting too long, I'll gladly accept a tip.

And thanks for your kind words!

Oh, and I forgot to add that the minigun tank has unlimited ammo. The reason is simple: you would have to buy every bullet separately, and that would be absurd, since its clip is 200; you would have to buy so many bullets every time, and they'd clog your stores. Unless there is a way around it, but I don't know how.
Title: Re: [WEAPON] Minigun
Post by: ThatDude on February 16, 2014, 04:05:04 am
I have a suggestion: How about shortening the length of the minigun's fire sound? (The extremely rapid 2 seconds sounds are the only reason I wouldn't have all my troops use miniguns, well, that and the fact that they're heavy, but the weight is reasonable) (This seems like it would help from my point of view)
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on February 16, 2014, 04:11:07 am
I have a suggestion: How about shortening the length of the minigun's fire sound? (The extremely rapid 2 seconds sounds are the only reason I wouldn't have all my troops use miniguns, well, that and the fact that they're heavy, but the weight is reasonable) (This seems like it would help from my point of view)

Thanks for the input. I'm not sure though, some people tell me they love the sound... I guess it's a matter of personal preference.
I think it might be best for you if you use the same sound (the one you prefer) for both miniguns. Just change the sound number in the ruleset for the one you don't like to the number of the other sound.
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on March 31, 2014, 12:27:56 am
An update: Wicked Wirtz, a nice X-Com modder of old, allowed me to use his beautiful Minigun sprite, as it appears on https://www.strategycore.co.uk/files/new-weapons-mod/. I used it for the Light Minigun. Download it to see for yourself!

EDIT:

I've been trying to finish the mod by adding a tank minigun clip, but I just can't; it fails in too many ways to even list here. Ruleset is in the attachment. Anyone up for the task?
Title: Re: [WEAPON] Minigun
Post by: BlackLibrary on March 31, 2014, 04:26:04 am
An update: Wicked Wirtz, a nice X-Com modder of old, allowed me to use his beautiful Minigun sprite, as it appears on https://www.strategycore.co.uk/files/new-weapons-mod/. I used it for the Light Minigun. Download it to see for yourself!

I'm interested in checking it out!  Let us know when you are ready to post it.
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on March 31, 2014, 04:36:15 am
I'm interested in checking it out!  Let us know when you are ready to post it.

It was posted ages ago; today I only edited this post for the short rant regarding tanks being stupid.
Title: Re: [WEAPON] Minigun
Post by: BlackLibrary on March 31, 2014, 05:05:08 am
Wouldn't the new sprite require new resource file?  Or does the March 1st archive in the first post have this new resource.
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on March 31, 2014, 06:08:25 am
Wouldn't the new sprite require new resource file?  Or does the March 1st archive in the first post have this new resource.

I'm not sure what you mean, but yes, the linked version contains WickedWirtz's files...
Title: Re: [WEAPON] Minigun
Post by: papamaanbeer on April 06, 2014, 01:17:30 am
ah miniguns, lets get the syndicate guy in the game,...
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on April 24, 2014, 11:58:10 pm
Big changes!Update in the initial post, as well as on the OpenXCom Mod portal: https://www.openxcom.com/mod/minigun
Title: Re: [WEAPON] Minigun
Post by: civilian on April 25, 2014, 11:48:24 am
awesome!

edit: tested it and the new tank looks very cool!  :)
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on April 26, 2014, 03:34:19 pm
awesome!

edit: tested it and the new tank looks very cool!  :)

Thank you! :)
Title: Re: [WEAPON] Minigun
Post by: civilian on April 27, 2014, 01:28:03 pm
Hmm, during some quick tests I ran into some problems with the ammunition/weapon of the tank. Sometimes It fired only 3 shots, then it suddenly had no ammo at all, then the clips dissapered from my stores... After I changed the clipsize to -1 and removed the ammo the problem disappeared. Not sure if this is a problem with the mod or if I messed sth up when giving the tank a new sound...  :)
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on April 27, 2014, 02:02:14 pm
Hmm, during some quick tests I ran into some problems with the ammunition/weapon of the tank. Sometimes It fired only 3 shots, then it suddenly had no ammo at all, then the clips dissapered from my stores... After I changed the clipsize to -1 and removed the ammo the problem disappeared. Not sure if this is a problem with the mod or if I messed sth up when giving the tank a new sound...  :)

Quite possibly it is a problem with the tank, although I can't say for sure.

I made some extra effort to make it identical to the Tank/Cannon - except damage, autofire and listOrders - and the result is attached to this post. Please let me know if it helps...
Title: Re: [WEAPON] Minigun
Post by: civilian on April 28, 2014, 11:06:40 am
Will try the new ruleset asap. Fwiw, I found a possible problem with the original rul-file: You named (IIRC) the new armour TANK_ARMOR and i think that is the name of the default tank armor, this could lead to problems. Not too sure about that, it was too late yesterday when I tried  ;D
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on April 28, 2014, 11:25:58 am
It's exactly the same tank, just with a different turret, so the same TANK_ARMOR should be fine, to my best knowledge. Still, I am not an expert, so I'll pay attention to this. :)
Title: Re: [WEAPON] Minigun
Post by: Dioxine on April 28, 2014, 05:10:12 pm
You named (IIRC) the new armour TANK_ARMOR and i think that is the name of the default tank armor, this could lead to problems.

No, it won't.
Title: Re: [WEAPON] Minigun
Post by: civilian on May 01, 2014, 12:30:31 pm
Okok, thanks for all the answers :-D
Title: Re: [WEAPON] Minigun
Post by: Aldorn on May 10, 2014, 03:35:11 pm
But where do you draw from all these nice ideas !!!

French Translation (from 1.4)

Code: [Select]
extraStrings:
  - type: fr
    strings:
      STR_MINIGUN: Mitrailleuse Lourde
      STR_MINIGUN_CLIP: Magasin pour Mitrailleuse Lourde
      STR_MINIGUN_UFOPEDIA: Cette arme lourde propose un tir de support capable de déverser une pluie mortelle de balles.  Efficace en terrain découvert, elle s'avère déterminante dans un rôle de couverture.  En raison de son poids important, seules les unités les plus athlétiques sont en mesure de la manipuler.
      STR_LIGHT_MINIGUN: Mitrailleuse Légère
      STR_LIGHT_MINIGUN_CLIP: Magasin pour Mitrailleuse Légère
      STR_LIGHT_MINIGUN_UFOPEDIA: Bien que moins puissante que La Mitrailleuse Lourde, la Mitrailleuse Légère présente une portabilité avantageuse tout en conservant une puissance de feu importante, la rendant utile dans bien des situations.
      STR_SCATTER_LASER: Mitrailleuse Laser
      STR_TANK_MINIGUN: Blindé/Mitrailleuse
      STR_HWP_MINIGUN_CLIP: Chargeur PAL Mitrailleuse
      STR_TANK_MINIGUN_UFOPEDIA: Cette Plate-Forme d'Arme Lourde automatique est équipée d'une mitrailleuse à haute fréquence, utile dans les tactiques d'occupation du terrain.  Du fait de la miniaturisation de ses projectiles, elle s'affranchit de tout réarmement en combat.
      STR_SCATTER_LASER_UFOPEDIA: Inspirée de la Mitrailleuse Lourde associée à la technologie Laser, les tirs de cette arme aux effets dévastateurs se répandent sur le champ de bataille telle une pluie de rayons laser.
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on May 10, 2014, 10:41:40 pm
Well, I've always wanted a minigun in the game, this was the first mod I've ever made for X-Com. ;)

Thanks for the translation. Just to be sure, since my French is not as good as I tell potential employers: since minigun is mitrailleuse in French, then what heavy machine gun would be? La mitraillette? Because these are completely different things (https://openxcom.org/forum/index.php?topic=1922.0).
Title: Re: [WEAPON] Minigun
Post by: yrizoud on May 10, 2014, 11:49:15 pm
mitraillette designates a SMG. There is no french word which specifically designate multi-barrels machine guns (nor in English... minigun is the name of a specific model)
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on May 11, 2014, 12:23:41 am
mitraillette designates a SMG. There is no french word which specifically designate multi-barrels machine guns (nor in English... minigun is the name of a specific model)

Exactly. Hence my doubts - but of course I'll go whatever you guys think are best, I'm just double-checking.
Title: Re: [WEAPON] Minigun
Post by: Human Ktulu on May 11, 2014, 12:44:42 am
Personally I preferre the term of "Sulfateuse" for minigun  :P

https://www.google.fr/search?q=sulfateuse+arme

Or the infernal spitting lead head  8)
Title: Re: [WEAPON] Minigun
Post by: Avalanche on May 11, 2014, 04:43:45 am
mitraillette designates a SMG. There is no french word which specifically designate multi-barrels machine guns (nor in English... minigun is the name of a specific model)

Well, in English a multi-barrel machine gun can be referred to as a Gatling gun (named after Richard Gatling, the designer) when used generically. Might that be a usable translation? If not, there's also the term rotary cannon. While it's usually used when talking about aircraft, there are some smaller, ground based models which are still referred to as such.
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on May 11, 2014, 12:41:11 pm
Well, in English a multi-barrel machine gun can be referred to as a Gatling gun (named after Richard Gatling, the designer) when used generically. Might that be a usable translation? If not, there's also the term rotary cannon. While it's usually used when talking about aircraft, there are some smaller, ground based models which are still referred to as such.

Great point. I'm definitely using it for the Polish version.
Title: Re: [WEAPON] Minigun
Post by: Aldorn on May 11, 2014, 10:04:23 pm
French Translation (from 1.4)

I change it to be compliant with Heavy Machine Gun

I let others decide if it has to be "Mitraillette" rather than "Mitrailleuse"

Code: [Select]
extraStrings:
  - type: fr
    strings:
      STR_MINIGUN: Mitrailleuse
      STR_MINIGUN_CLIP: Magasin pour Mitrailleuse
      STR_MINIGUN_UFOPEDIA: Cette arme lourde propose un tir de support capable de déverser une pluie mortelle de balles.  Efficace en terrain découvert, elle s'avère déterminante dans un rôle de couverture.  En raison de son poids important, seules les unités les plus athlétiques sont en mesure de la manipuler.
      STR_LIGHT_MINIGUN: Mitrailleuse Légère
      STR_LIGHT_MINIGUN_CLIP: Magasin pour Mitrailleuse Légère
      STR_LIGHT_MINIGUN_UFOPEDIA: Bien que moins puissante que La Mitrailleuse classique, la Mitrailleuse Légère présente une portabilité avantageuse tout en conservant une puissance de feu importante, la rendant utile dans bien des situations.
      STR_SCATTER_LASER: Mitrailleuse Laser
      STR_TANK_MINIGUN: Blindé/Mitrailleuse
      STR_HWP_MINIGUN_CLIP: Chargeur PAL Mitrailleuse
      STR_TANK_MINIGUN_UFOPEDIA: Cette Plate-Forme d'Arme Lourde automatique est équipée d'une mitrailleuse à haute fréquence, utile dans les tactiques d'occupation du terrain.  Du fait de la miniaturisation de ses projectiles, elle s'affranchit de tout réarmement en combat.
      STR_SCATTER_LASER_UFOPEDIA: Inspirée de la Mitrailleuse associée à la technologie Laser, les tirs de cette arme aux effets dévastateurs se répandent sur le champ de bataille telle une pluie de rayons laser.
Title: Re: [WEAPON] Minigun
Post by: redrat9595 on June 16, 2014, 06:05:14 am
I tried the version off the mod site and the last one posted in the thread. The tank requires that you buy 200 clips ($1.5 million!) for it to be able to be loaded onto the Skyranger/function. I've just been buying them and editing my save's clip stores to a factor of 200 in the meantime, but I thought I'd let you know.

Unless that price is intentional...?

I was going to try to fix the ruleset but I can't seem to find the issue; everything looks in line with the other tanks as well as the craft cannon.
Title: Re: [WEAPON] Minigun
Post by: phobos2077 on June 16, 2014, 03:30:35 pm
I found a couple of problems with translations in v1.5:
1) Change log states that there should be a french translation, but there is none, even in ruleset.
2) Polish translation are in the ruleset, but for some reason it doesn't work (game shows English descriptions). I think it may be related to the fact that there are two "extraStrings" sections.
Also, double check text encoding, I think it's not UTF-8 and some symbols for that language will not work.
3) Description states "Since they use small caliber bullets, you do not need to supply them with ammunition - they are assumed to be fully loaded at the start of combat, and never run out of ammo.", yet UFOPEDIA shows that HWP needs to be supplied with bullets. Kind of confusing. Didn't checked it in actual game though.

I've written a russian translation:
Code: [Select]
  - type: ru
    strings:
      STR_MINIGUN: Миниган
      STR_MINIGUN_CLIP: Магазин к минигану
      STR_MINIGUN_UFOPEDIA: Это тяжелое оружие поддержки стреляет смертоносным градом пуль и наиболее эффективно при зачистке местности и подавлении противника. В связи с большим весом орудия, требуется большая физическая сила для полноценного применения.
      STR_LIGHT_MINIGUN: Легкий Миниган
      STR_LIGHT_MINIGUN_CLIP: Магазин к л.минигану
      STR_LIGHT_MINIGUN_UFOPEDIA: Легкий Миниган сочетает в себе мобильность и длинные мощные очереди, что делает его гибким оружием на поле боя.
      STR_SCATTER_LASER: Лазерный Миниган
      STR_SCATTER_LASER_UFOPEDIA: Этот аналог Минигана стреляет длинными залпами лазерных лучей, достигая разрушительный эффект.
      STR_TANK_MINIGUN: Танк/Миниган
      STR_TANK_MINIGUN_UFOPEDIA: Эта тяжелая боевая платформа оборудована скорострельным многоствольным орудием и полезна для вытеснения противника. Так как используются боеприпасы малого калибра, предполагается что орудие будет всегда полностью заряжено в начале боя и никогда не растратит весь боезапас.
      STR_HWP_MINIGUN_CLIP: Магазин к минигану ТБП

Don't forget to save it as UTF-8.

PS: awesome mod!
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on June 16, 2014, 07:05:21 pm
I tried the version off the mod site and the last one posted in the thread. The tank requires that you buy 200 clips ($1.5 million!) for it to be able to be loaded onto the Skyranger/function. I've just been buying them and editing my save's clip stores to a factor of 200 in the meantime, but I thought I'd let you know.

Unless that price is intentional...?

That price certainly wasn't intentional. You see, this is one of the "why was this unreported for a quarter of a year it's that obvious" bugs. ;) Even I didn't notice myself, despite playing all the time!

The $7500 price tag was meant to be for the entire clip, 200 bullets. However, making a tank clip turned out to be impossible, so I had to force us all to buy tank bullets one by one. I simply forgot to change the price accordingly.

I found a couple of problems with translations in v1.5:
1) Change log states that there should be a french translation, but there is none, even in ruleset.

Yeah, indeed, not sure how it happened. I have too many files, it seems. (I'm not actually using this ruleset myself as it is, instead I'm using a compilation of tanks and a compilation of firearms - just two rulesets. This is due to the Final Mod Pack I'm co-developing.) Apologies, will fix now.

2) Polish translation are in the ruleset, but for some reason it doesn't work (game shows English descriptions). I think it may be related to the fact that there are two "extraStrings" sections.

Yes, obviously.

Also, double check text encoding, I think it's not UTF-8 and some symbols for that language will not work.

You're really embarassing me now.

3) Description states "Since they use small caliber bullets, you do not need to supply them with ammunition - they are assumed to be fully loaded at the start of combat, and never run out of ammo.", yet UFOPEDIA shows that HWP needs to be supplied with bullets. Kind of confusing. Didn't checked it in actual game though.

This is from an older version of the mod, where indeed there was no ammo. This is no longer true.

I've written a russian translation:

Don't forget to save it as UTF-8.

I will happily add it to the file! Thank you!

PS: awesome mod!

Awesome help on your part, too. I screwed up a lot here... Oh well, it was my first OpenXCom mod ever. :P

An update will be available in a few minutes, see the first post for version 1.6.
Title: Re: [WEAPON] Minigun
Post by: phobos2077 on June 16, 2014, 07:12:59 pm
This is from an older version of the mod, where indeed there was no ammo. This is no longer true.

If this is the case, then you should probably remove last sentence from this string, like so:

Code: [Select]
STR_TANK_MINIGUN_UFOPEDIA: Эта тяжелая боевая платформа оборудована скорострельным многоствольным орудием и полезна для вытеснения противника.

... and for the rest languages as well.
Title: Re: [WEAPON] Minigun 1.6
Post by: Solarius Scorch on June 16, 2014, 08:57:31 pm
Yes of course, it's done already in the 1.6 version.
Title: Re: [WEAPON] Minigun
Post by: 2xG on June 17, 2014, 01:31:46 pm
phobos2077,

I've made my version of the russian translation:
Code: [Select]
  - type: ru
    strings:
      STR_MINIGUN: Миниган
      STR_MINIGUN_CLIP: Патроны к минигану
      STR_MINIGUN_UFOPEDIA: Это осыпающее градом пуль тяжёлое оружие поддержки наиболее эффективно при зачистке местности и подавлении противника. Из-за присущего ему большого веса, для полного раскрытия потенциала этого оружия от бойца требуется немалая сила.
      STR_LIGHT_MINIGUN: Лёгкий миниган
      STR_LIGHT_MINIGUN_CLIP: Патроны к лёгкому минигану
      STR_LIGHT_MINIGUN_UFOPEDIA: Лёгкий миниган сочетает в себе мобильность и стрельбу длинными мощными очередями, что делает его довольно универсальным оружием.
      STR_SCATTER_LASER: Лазерный лучемёт
      STR_TANK_MINIGUN: Танк/Миниган
      STR_HWP_MINIGUN_CLIP: ТБП патроны к минигану
      STR_TANK_MINIGUN_UFOPEDIA: Эта авторматизированная тяжёлая оружейная платформа, оборудованая скорострельным миниганом полезна при подавлении противника огнём.
      STR_SCATTER_LASER_UFOPEDIA: Это оружие - аналог минигана, для разрушающего воздействия стреляющий продолжительным залпом импульсных лазерных лучей.

Solarius Scorch,
I've downloaded version 1.4 just before the update =) Not tested yet 1.6, but 1.4 have a bug: Scatter Laser is known in Ufopedia before laser technology is discovered.
Title: Re: [WEAPON] Minigun
Post by: Solarius Scorch on June 17, 2014, 03:22:03 pm
Hi 2xG, welcome to the forums!

Solarius Scorch,
I've downloaded version 1.4 just before the update =) Not tested yet 1.6, but 1.4 have a bug: Scatter Laser is known in Ufopedia before laser technology is discovered.

You are right. It's fixed now and uploaded as version 1.6b.

As for the Russian version, I am in no position to decide which version is better, so I'll leave it to the voice of the public. :)
Title: Re: [WEAPON] Minigun 1.6
Post by: Nightwolf on June 18, 2014, 04:02:35 pm
Hi. Spanish translation:

Quote
  - type: es
    strings:
      STR_MINIGUN: Minigun
      STR_MINIGUN_CLIP: Paquete de Municiones para Minigun
      STR_MINIGUN_UFOPEDIA: Esta arma pesada dispara una gran cantidad de balas, pensada para limpiar y cubrir una zona. Debido a su peso, es necesaria mucha fuerza para utilizarla al máximo de su potencial.
      STR_LIGHT_MINIGUN: Minigun Ligera
      STR_LIGHT_MINIGUN_CLIP: Paquete de Munición para la Minigun Ligera
      STR_LIGHT_MINIGUN_UFOPEDIA: La minigún ligera combina la portabilidad con largas y potentes ráfagas de fuego, haciendo de ella un arma muy versátil.
      STR_SCATTER_LASER: Láser de Dispersión
      STR_TANK_MINIGUN: Tanque/Minigun
      STR_HWP_MINIGUN_CLIP: Cargador HWP Minigun
      STR_TANK_MINIGUN_UFOPEDIA: Esta plataforma de armas pesadas está equipada con una minigun de alta velocidad, muy útil para operaciones de limpieza.  Al utilizar balas de pequeño calibre, no es necesario suministrarles munición - se asumen estar completamente cargadas al inicio de cada combate, y nunca se quedan sin munición.
      STR_SCATTER_LASER_UFOPEDIA: Este arma es la análoga a la Minigun, disparando un gran arco de haces de pulso de láser para efectos devastadores.
  - type: es-419
    strings:
      STR_MINIGUN: Minigun
      STR_MINIGUN_CLIP: Paquete de Municiones para Minigun
      STR_MINIGUN_UFOPEDIA: Esta arma pesada dispara una gran cantidad de balas, pensada para limpiar y cubrir una zona. Debido a su peso, es necesaria mucha fuerza para utilizarla al máximo de su potencial.
      STR_LIGHT_MINIGUN: Minigun Ligera
      STR_LIGHT_MINIGUN_CLIP: Paquete de Munición para la Minigun Ligera
      STR_LIGHT_MINIGUN_UFOPEDIA: La minigún ligera combina la portabilidad con largas y potentes ráfagas de fuego, haciendo de ella un arma muy versátil.
      STR_SCATTER_LASER: Láser de Dispersión
      STR_TANK_MINIGUN: Tanque/Minigun
      STR_HWP_MINIGUN_CLIP: Cargador HWP Minigun
      STR_TANK_MINIGUN_UFOPEDIA: Esta plataforma de armas pesadas está equipada con una minigun de alta velocidad, muy útil para operaciones de limpieza.  Al utilizar balas de pequeño calibre, no es necesario suministrarles munición - se asumen estar completamente cargadas al inicio de cada combate, y nunca se quedan sin munición.
      STR_SCATTER_LASER_UFOPEDIA: Este arma es la análoga a la Minigun, disparando un gran arco de haces de pulso de láser para efectos devastadores.
Title: Re: [WEAPON] Minigun 1.6
Post by: Solarius Scorch on June 18, 2014, 07:08:44 pm
Thanks, Nightwolf! New version 1.7 uploaded.
Title: Re: [WEAPON] Minigun 1.7
Post by: 2xG on June 19, 2014, 08:40:42 pm
As for the Russian version, I am in no position to decide which version is better, so I'll leave it to the voice of the public. :)

What if you start a project at getlocalization.com (https://getlocalization.com) where the main OpenXcom translation is? Threre is a voting feature.
Title: Re: [WEAPON] Minigun 1.7
Post by: Solarius Scorch on June 19, 2014, 08:53:10 pm
What if you start a project at getlocalization.com (https://getlocalization.com) where the main OpenXcom translation is? Threre is a voting feature.

For like 10 strings? That would be excessive. :P
Title: Re: [WEAPON] Minigun 1.8b
Post by: Solarius Scorch on November 18, 2018, 01:38:00 pm
You're right, the ruleset was a mess. Thank you, fixed.
Title: Re: [WEAPON] Minigun 1.8
Post by: The_Funktasm on November 18, 2018, 02:14:57 pm
I hope it doesn't seem disrespectful to ask, but any chance of some length variants?

It looks great and fits great already.
Title: Re: [WEAPON] Minigun 1.8b
Post by: Solarius Scorch on November 18, 2018, 02:17:44 pm
I hope it doesn't seem disrespectful to ask, but any chance of some length variants?

What... are "length variants"?
(I don't even know if it's disrespectful lol)
Title: Re: [WEAPON] Minigun 1.8b
Post by: The_Funktasm on November 18, 2018, 02:37:01 pm
I guess a good way to put it is, the variant graphics for it being a short-length or long-length mounted weapon. like, barrel length. depending on how you do it it might amount to an inventory tile's worth of shortening.

Like, a version that's a mini-minigun.

For an example, this is your minigun: http://modernfirearms.net/userfiles/images/machine/mg69/m134d-1.jpg

This is a good example of a shortened one: https://static1.squarespace.com/static/570f02e240261da404b66297/t/574e27d63c44d81bb19c0dea/1464739886064/?format=1000w 

A less refined example would be good old DOOM's chaingun. Not very long, but box-fed and brutal.
Title: Re: [WEAPON] Minigun 1.8b
Post by: Solarius Scorch on November 18, 2018, 02:51:28 pm
I guess a good way to put it is, the variant graphics for it being a short-length or long-length mounted weapon. like, barrel length. depending on how you do it it might amount to an inventory tile's worth of shortening.

Ah, okay. But I don't think you can do much more with the space you have... And what would be the actual differences between these types? Accuracy?

You're welcome. Time to start playing then. (https://s.pximg.net/common/images/emoji/408.png)

Have fun!
Title: Re: [WEAPON] Minigun 1.8b
Post by: The_Funktasm on November 18, 2018, 03:00:35 pm
Ah, okay. But I don't think you can do much more with the space you have... And what would be the actual differences between these types? Accuracy?

Have fun!

Peak accuracy, distance based inaccuracy, etc. I more tend to see XCom as a rare case of a near even arms-race where one side has a starting advantage but the other has a good eye for ideas.
Also it could be a caliber difference as well. One .308 and another 5.56x45.mm perhaps.

Have thought of it for my own modding. Might do a shortened minigun world sprite for fun/because since it's not too hard.
Title: Re: [WEAPON] Minigun 1.8b
Post by: Solarius Scorch on November 18, 2018, 03:24:18 pm
Sure, we could add more types of... anything really. But I honestly can't see much space for other additional designs.
However, if you want to give it a try, you have all of my blessings.
Title: Re: [WEAPON] Minigun 1.8b
Post by: The_Funktasm on November 18, 2018, 03:32:40 pm
Personally, I see how it's almost superfluous, but it does fit in well with later game full powersuit scenarios. I guess it's a YMMV thing.

I guess an alternate example/reason would be the Doom chaingun, and other similar weapons. It's a sorta not-AR or not-SMG for people that want to be specifically non-standard like I guess 90's style or something.

In my particular case I kinda wanted to have a visual distinction between calibers of miniguns.

Shorter would kinda imply it's dismounted from a smaller vehicle than the larger sprites would. I have seen a helicopter mounted minigun in person and they are scary-long. I believe many are .308 but smaller vehicles get 5.56 sometimes, like humvees? I may need to find better webpages for resources if not...
Title: Re: [WEAPON] Minigun 1.8b
Post by: Solarius Scorch on November 18, 2018, 03:55:12 pm
Personally, I see how it's almost superfluous, but it does fit in well with later game full powersuit scenarios. I guess it's a YMMV thing.

I guess an alternate example/reason would be the Doom chaingun, and other similar weapons. It's a sorta not-AR or not-SMG for people that want to be specifically non-standard like I guess 90's style or something.

In my particular case I kinda wanted to have a visual distinction between calibers of miniguns.

Oh, the Doom chaingun has been one years ago, first in Piratez, then ported to X-Com Files... So no need to do much, just remove any OXCE features from the ruleset.

Shorter would kinda imply it's dismounted from a smaller vehicle than the larger sprites would. I have seen a helicopter mounted minigun in person and they are scary-long. I believe many are .308 but smaller vehicles get 5.56 sometimes, like humvees? I may need to find better webpages for resources if not...

Wait... Are we talking craft weapons now?
Title: Re: [WEAPON] Minigun 1.8b
Post by: The_Funktasm on November 18, 2018, 04:09:08 pm
Oh, the Doom chaingun has been one years ago, first in Piratez, then ported to X-Com Files... So no need to do much, just remove any OXCE features from the ruleset.

Wait... Are we talking craft weapons now?

Not so much craft weapons as much as smaller (jeep, truck) level coaxials (turrets and mounted weapons) that powersuits could wield as in-hand weapons. I am fairly certain that .308 miniguns are more a helicopter thing and the 5.56 ones are more a truck/technical thing. Could be wrong.

Another example: http://www.emptyshell.us/xm556-microgun/
Title: Re: [WEAPON] Minigun 1.8b
Post by: Solarius Scorch on November 18, 2018, 11:30:09 pm
Sure, I guess. Though the sprite size is, sadly, limited.
Title: Re: [WEAPON] Minigun 1.8b
Post by: zee_ra on August 26, 2022, 03:08:19 am
This is my very first project for Open X-Com: a simple weapon mod in the vein of Ryskeliini's works.

It adds a minigun, a human weapon that has a shocking 20 bullet autoshot. While this number may seem totally off the scale, the weapon isn't really overpowered, as the bullets are weak and rather inaccurate; plus the entire thing is heavy and cumbersome as hell. Still, it is fun to mow down trees with hail of ammo, so I hope at least some of you will like it. Also contains a big ammo pack.


Please allow me to inquire, how were you able to encode the ability to display the projectile firing animation quickly by a scatter laser?  So far, the items_XCOMFILES.rul only contains a definition for STR_SCATTER_LASER that looks too generic.  That is, it looks like a definition for an ordinary machine gun.
Title: Re: [WEAPON] Minigun 1.8b
Post by: Solarius Scorch on September 18, 2022, 04:51:44 pm
Please allow me to inquire, how were you able to encode the ability to display the projectile firing animation quickly by a scatter laser?  So far, the items_XCOMFILES.rul only contains a definition for STR_SCATTER_LASER that looks too generic.  That is, it looks like a definition for an ordinary machine gun.

Very simple:

Code: [Select]
items:
  - type: STR_SCATTER_LASER
    bulletSpeed: 50