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modding?


Freeboy

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ok, I really like all the work done here, but have only added and manipulated scenarios so far..

I played around with the tables a bit from the "other" moddingsite that finn set up.

This is what I want to do, GREATLY reduce the frequency of gun disabling hits.. how is that done?

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Seem to remember Sneaksie saying this wasn't easily done & would require core code changes.

It would be nice if gun hits had less chance of disabling the gun & maybe by way of compensation gave a penalty in accuracy instead to similate a hit on the optics. Probably not as realistic, but would improve game play IMHO.

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This is the data for the gun for the PZ-IVH

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">[WeaponStatic_75mm_KwK_40_L48]

Type WeaponStatic

WeaponType Gun

Variety Primary

RatingType Gun

Name 75mm_KwK_40_L48

Parent Turret

IconName WeaponStatic\75mm_KwK_40_L48.mat

Gun Ger\75mm_KwK_40_L48

SignNode Hook_75mm_KwK_40_L48

SignType Generic

Hooks Hook_75mm_KwK_40_L48

ParkAngle 0

DamageType Normal

Collisions Gun1 x_Gun_back

Health 150

//Armor Front Back Left Right Top Bottom

Armor 30 30 30 30 30 30

External True

ArmorMTL Steel

IsBox True

isCritical False

DamageRect1 Gun_Side

DamageRect2 Gun_Top

Links 7_92mm_MG_34_Twin Turret </pre>

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I'm sure they also have pretty similar armor ratings as well, but if it's like the tracks, the armor rating will be slightly higher as tank weight goes up (light-medium-heavy).

I'm still unsure what the "health" rating does and exactly how it works.

Perhaps Sneaksie could elaborate on this parameter?

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