Author Topic: [WEAPON] New Heavy Weapons  (Read 12024 times)

Offline NastyKhan

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[WEAPON] New Heavy Weapons
« on: June 14, 2021, 12:15:25 am »
Hi,

I'm new. Please check my first mod ever :) Tested several times on OXCE, so should be fine.

https://openxcom.mod.io/new-heavy-weapons

• Auto-cannon and Heavy Cannon removed
• Sniper Rifle added. Piercing ammo only.
• Granade Launcher added. Explosive, incendiary and smoke ammo available.
• Light Machine Gun added. Piercing ammo only.

Best regards

Offline The Martian

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Re: [WEAPON] New Heavy Weapons
« Reply #1 on: June 14, 2021, 05:04:52 am »
Excellent sprite work NastyKhan!

Offline NastyKhan

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Re: [WEAPON] New Heavy Weapons
« Reply #2 on: June 14, 2021, 09:35:02 am »
Thanks, Colonel :)

Wait until you hear the sounds!

Best regards

Offline gaffer

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Re: [WEAPON] New Heavy Weapons
« Reply #3 on: June 23, 2021, 08:22:58 pm »
Great looking work! Looking forward go trying this.

Offline x-com_player

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Re: [WEAPON] New Heavy Weapons
« Reply #4 on: January 03, 2022, 09:13:48 pm »
Hi, using your mod with OXCE 7.3.
1. I may suggest adding new HW to starting base. Changed 'startingBase' rul file. see in attchment.

2. I added 2 new fire mods to Light Machine Gun, so now its 3 types of fire:
 - Auto snap shot: 3 rounds, low accurancy
 - Auto aimed shot: 3 rounds, high accurancy
 - Rapid shot: 5 rounds, lowest accurancy and low cost

Currently cant fix description strings in Ufopedia.

Offline Dioxine

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Re: [WEAPON] New Heavy Weapons
« Reply #5 on: January 08, 2022, 05:55:35 am »
Code: [Select]
  STR_SHOT_TYPE_AUTO: " Auto (x{0})"
  STR_SHOT_TYPE_SNAP: " Snap (x{0})"
  STR_SHOT_TYPE_AIMED: " Aimed (x{0})"

Modifying language file like this will make the Pedia display correct number of shots for all firing modes. However, it won't display custom name for firing modes, there's no such option.

Offline Meridian

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Re: [WEAPON] New Heavy Weapons
« Reply #6 on: January 08, 2022, 10:40:44 am »
I will look into this.
Maybe there's something we can do...

Offline The Reaver of Darkness

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Re: [WEAPON] New Heavy Weapons
« Reply #7 on: January 09, 2022, 10:08:39 am »
Currently cant fix description strings in Ufopedia.

Add this to your language files:
Code: [Select]
  STR_SHOT_TYPE_SNAP: "Snap (x{0})"
  STR_SHOT_TYPE_AIMED: "Aimed (x{0})"

edit: oh nvm Dioxine already had the answer! :P
« Last Edit: January 09, 2022, 10:10:28 am by The Reaver of Darkness »

Offline NastyKhan

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Re: [WEAPON] New Heavy Weapons
« Reply #8 on: January 09, 2022, 02:06:37 pm »
I would just like to say, that this gun has custom sound and custom bullet sprite to emulate short burst per shot.
That means 5 "shots" are actually 5 short bursts.

Offline x-com_player

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Re: [WEAPON] New Heavy Weapons
« Reply #9 on: January 12, 2022, 12:36:08 pm »
Thatnk you for help!

I would just like to say, that this gun has custom sound and custom bullet sprite to emulate short burst per shot.
That means 5 "shots" are actually 5 short bursts.
That is totally ok. 5 shots sould like 5 bursts, same as 3 shots sound like 3 bursts.

Also, game supports arc shots so granage launcher also may have 2 mods: linear shot and ark shot.

Offline NastyKhan

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Re: [WEAPON] New Heavy Weapons
« Reply #10 on: January 12, 2022, 02:35:13 pm »
Quote from: x-com_player
Also, game supports arc shots so granage launcher also may have 2 mods: linear shot and ark shot.

That's true. I was thinking about ark shot initially as I found it more intuitive, but I quickly learned that ark shots and explosives don't really like each other. Especially indoor.

Offline Meridian

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Re: [WEAPON] New Heavy Weapons
« Reply #11 on: January 15, 2022, 12:13:49 pm »
Currently cant fix description strings in Ufopedia.

I've added new fields for custom short names in the ufopedia.

Example:

Code: [Select]
items:
  - type: STR_RIFLE
    confAimed:
      shots: 4
      name: STR_BIG_BOOM
      shortName: STR_BIG_BOOM_SHORT
    confSnap:
      name: STR_SMALL_BOOM
      shortName: STR_SMALL_BOOM_SHORT
    confAuto:
      shots: 2
      name: STR_SMALL_BOOM_X2
      shortName: STR_SMALL_BOOM_X2_SHORT

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_BIG_BOOM: "Big boom"
      STR_BIG_BOOM_SHORT: "Big (x{0})"
      STR_SMALL_BOOM: "Small boom"
      STR_SMALL_BOOM_SHORT: "Small"
      STR_SMALL_BOOM_X2: "Double boom"
      STR_SMALL_BOOM_X2_SHORT: "Small (x{0})"

Feature will be available in OXCE 7.4.1

Offline x-com_player

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Re: [WEAPON] New Heavy Weapons
« Reply #12 on: January 16, 2022, 02:48:31 pm »
Thank you, Meridian! Much appreciated.

Offline The Reaver of Darkness

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Re: [WEAPON] New Heavy Weapons
« Reply #13 on: January 25, 2022, 03:40:54 pm »
Yes, thank you! I also wanted this!

Offline TBeholder

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Re: [WEAPON] New Heavy Weapons
« Reply #14 on: December 12, 2022, 05:01:28 pm »
(commented on mod portal)

If we are talking customized firing modes, it would require OXCE already, right?
In which case, adding sprayWaypoints (for LMG) and fine-tuning kneelBonus and oneHandedPenalty values (for all) would make it even better.

Thatnk you for help!
That is totally ok. 5 shots sould like 5 bursts, same as 3 shots sound like 3 bursts.
As in,
Code: [Select]
    confSnap:
      shots: 5
? But… the engine plays sound as many times as shots are fired anyway. So this works, but requires use of "shotgun pellets" to treat as one “shot”. This removes bullet sprite among the other things.
So more like
Code: [Select]
  - type: STR_LMG

    confSnap:
      spendPerShot: 5
    confAuto:
      spendPerShot: 5
    confAimed:
      spendPerShot: 5

  - type: STR_LMG_AMMO

    clipSize: 100
    shotgunPellets: 5
Then the number of shots is number of rounds ×5/5, which is the least counter-intuitive, right?

Quote
Also, game supports arc shots so granage launcher also may have 2 mods: linear shot and ark shot.
That would be weird.
Besides, one problem with guns that shoot HE is that it makes Rocket Launcher more and more obsolete. Unless countered by buffing armor a lot, especially on some units likely to be encountered before Heavy Plasma is available.
Not having aimed shot on GL already looks like an obvious nerf aimed at this.
Making GL more versatile is only going to make this problem worse.

As to the arcing shots… they are pseudo-throwing, with variable strength (try arcing shot over a barn), not ballistic parables with fixed strength.
It’s fun, but not appropriate for realistic believable GL.

On the other hand, modding mini-coilgun mortars (that can be used only when kneeling and maybe only with aimed shot) could be fun. But that’s for another mod, where all open air maps would be made extra-tall;D
« Last Edit: December 13, 2022, 09:07:10 pm by TBeholder »