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Post by predaaator on Apr 3, 2016 7:49:59 GMT
I would like to know how to do the ammo for each weapon, for example the ammo for Deagle different for M1911, thx!!
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Post by flanker1six on Apr 4, 2016 18:18:27 GMT
As far as I know; there is no specific way to adjust a particular ammo caliber's (i.e. 45 ACP, 7.62 x 39mm, etc) specifications/performance.
You can adjust any individual weapon's performance by playing with various parameters in the individual weapon ark.xml files--this is what Bontainer, I, and others have done to simulate a particular caliber/weapon combination i.e. AK47 + 7.62 x 39mm ammunition or the R700 + 7.62 x 67mm (300 Win Magnum).
Does that answer what you asked?
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Post by predaaator on Apr 4, 2016 19:28:49 GMT
As far as I know; there is no specific way to adjust a particular ammo caliber's (i.e. 45 ACP, 7.62 x 39mm, etc) specifications/performance. You can adjust any individual weapon's performance by playing with various parameters in the individual weapon ark.xml files--this is what Bontainer, I, and others have done to simulate a particular caliber/weapon combination i.e. AK47 + 7.62 x 39mm ammunition or the R700 + 7.62 x 67mm (300 Win Magnum). Does that answer what you asked? Yes, but where can I make that changes?
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Post by flanker1six on Apr 4, 2016 23:28:06 GMT
I assume you already have copies of the weapon ark.xml files and a working tool set. For whatever ballistic weapon you wish to mod; open that weapon's ark.xml file with the text editor of your choice (I use notepad--the examples below are from the FarCry 4 A52 ark.xml).
1. <object name="CWeaponProperties"> this paragraph contains the maximum range parameter, as well as range breaks for crude power drop off ranges that will be used again in a paragraph further down in the file. Look for these three lines:
<field name="fRange" type="Float32">300</field> the 300 refers to meters (maybe yards) in game; is the maximum range of the weapon; your virtual bullet ceases to exist beyond this figure. In my Far Cry 3 FrankenMod I set this number to realistically reflect a cartridge's real world maximum effective range. i.e. 800 for the A52's 7.62 x 51mm round, 2000 for the AS50's 12.7 x 99mm round, etc. I've set all my Far Cry 4 maximum ranges to 300. The reason being the game engine in both games will not render an NPC character beyond 200m...............so, effectively no FC 3 or 4 firearms shoots further than 200m because there is no NPC to shoot at. You set it like you want!
<field name="vectorEffectiveRange" type="Vector2">75,150</field> These two lines establish break points for a very crude form of ballistic power drop off. Obviously, in real life bullet power drop off is gradual; NOT in sudden steps, but with FC 3 and 4..........we're stuck with the power drop off steps. Given the 200m cut off for NPC rendering...........it makes less difference when dealing with the more powerful weapon/cartridge combinations.
<field name="vectorEffectiveRangeIS" type="Vector2">150,300</field> As you can see, I've set my power factor steps at 50m, 150m, & 300m for the 7.62 x 51mm (standard NATO loading with 150 gr FMJ bullet) round through the A52's 16in/450mm barrel. I'm guessing at the correct distances to set the individual steps (and power factors for that matter) as to be real world accurate; I'd need a chronograph and all the weapon/cartridge combos to test.
2. <object name="FireRate"> this paragraph sets the weapons rate of fire on full auto, and it also affects the semi auto fire rate for some of those weapons also...............but not as much:
<field name="iFireRate" type="Float32">650</field> 650 rounds per minute----until the magazine is empty
<field name="selFireRateMode" type="Enum">FullAuto</field> you'd think this parameter sets the fire mode. It DOES NOT! Doesn't seem to have any effect in game. The real fire mode selector appears below.
3. <object name="Ammo"> this paragraph lets you set what weapon type you get pick up ammo from (you can set weapons to a weapon type they are not), and how many rounds in a base magazine.
<field name="text_ammoAmmoType" type="String">assault</field> this line designates weapon class <field name="ammoAmmoType" type="Hash32">CCE9D60C</field> CCE9D60C is the alphanumeric string for assault rifle ammo <field name="iAmmoInClip" type="Int32">25</field> number of rounds in a magazine
<field name="iShopAmmoOverride" type="Int32">250</field> this line suggests you can set maximum ammo for individual weapons--does not seem to have any effect in game as I still am given 350 rounds for my A52--suggesting maximum ammo limits are by weapon class, as set by the size ammo pouch you have equipped. In this case; largest ammo pouch = 350rds of assault rifle ammo for all the ARs.
4. <object name="Recoil"> this paragraph sets weapon recoil
<field name="fVerticalRecoilPerShot" type="Float32">0.25</field> sets vertical recoil in game. Adjusting the number up = greater recoil. Adjusting it down = less recoil. Ther are other parameters you can play with in this paragraph to modify in game weapon handling as well.
5. <object name="FireStrategyProperties"> this paragraph lets you crudely set bullet/shotgun pellet armor piercing qualities, and the in game rate of fire i.e. full auto, single shot etc, for shotguns only----pellet spread
<field name="fPiercingMultiplier" type="Float32">1</field> higher number = more piercing; lower number i.e. 0.5 =less piercing I've adjusted my models to allow more piercing for more powerful calibers i.e. the 12.7 x 99mm in the AS 50 is set to 5.
<field name="iBulletsShot" type="Int32">1</field> number of bullets/pellets per shot. 1 for all the rifles, smgs, pistols, etc Shotguns use 7, 8, or 9 depending on what shot shell you're trying to model <field name="iBurstLength" type="Int32">1</field> this sets your in game fire rate 0 = full auto, 1 = semi auto, 3 = 3 round burst etc.
<field name="fAngleYawBulletSpread" type="Float32">0.75</field> these two lines control initial shotgun pellet spread. They were set at 3; as you see...I've tightened mine up a lot <field name="fAnglePitchBulletSpread" type="Float32">0.75</field>
<field name="fSecondaryAngleYawBulletSpread" type="Float32">3</field> secondary shotgun pellet spread, They were set at 14---I like a nice tight choke in my SGs! <field name="fSecondaryAnglePitchBulletSpread" type="Float32">3</field>
6. <object name="BaseDamage"> this paragraph sets base damage for the weapon/cartridge/barrel length combination
<field name="fLevel" type="Float32">224</field> higher number = more damage; lower number = less damage. If you're simulating armor piercing ammo you should lower this number as they pierce better but generally do less damage to humans/animals than full metal jacket, or soft/hollow point bullets. NOTE: Base damage for shotguns is for each individual pellet.
<field name="fPhysImpulse" type="Float32">15</field> I'm not sure, because I haven't modified this parameter in FC 4, but if I remember rightly from FC 3; this is the number to adjust if you want enemies to fly backwards when you shoot them.
7. <object name="RangeMultipliers"> this paragraph sets the weapon/cartridge power fall off to the steps you set in #1 above <object name="RangeMultiplierCasual"> casual difficulty level <object name="RangeMultiplierDifficulty"> <object name="RangeMultiplier"> <field name="fStartMultiplier" type="Float32">1</field> a number 1 in this field means your bullet is doing 100% of the base damage you set in #6 above <field name="fEndMultiplier" type="Float32">1</field> this means my simulated bullet is still doing 100% base damage at 75m <field name="fMinRange" type="Float32">1</field> always starts at 1m <field name="fMaxRange" type="Float32">75</field> 75m step </object> <object name="RangeMultiplier"> <field name="fStartMultiplier" type="Float32">1</field> still doing 100% base damage at 75m <field name="fEndMultiplier" type="Float32">0.75</field> suddenly drops to 75% base damage at the 150m range step (remember I said I'm guessing at this stuff) <field name="fMinRange" type="Float32">75</field> 75m step <field name="fMaxRange" type="Float32">150</field> 150m step </object> <object name="RangeMultiplier"> <field name="fStartMultiplier" type="Float32">0.75</field> still doing 75% base damage at 150m step <field name="fEndMultiplier" type="Float32">0.4</field> has dropped to 40% base damage at 300m (remember the NPCs aren't visible in game beyond 200m!). <field name="fMinRange" type="Float32">150</field> 150m step <field name="fMaxRange" type="Float32">300</field> 300 meter cut off--bullet ceases to exist in game at this range
Then I repeat all the range multiplier power drop off stats above in #7 for the next three difficulty levels which are immediately below the casual difficulty stats
If I posted a bunch of stuff you already know, or weren't interested in...................I apologize in advance!
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Post by predaaator on Apr 5, 2016 4:17:43 GMT
No my friend, your explanation is perfect!! thx
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Post by flanker1six on Apr 5, 2016 12:38:24 GMT
Cool! YW!
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Post by alecktop on Sept 21, 2016 15:19:12 GMT
Hi there everyone, Could you please explain how to change weapon "damage" in FC4? because after patch_hd unpaking there is no file or folder with name "entityarchetypeslibrary". In generated folder "patch_hd_unpack" there are "_UnKNOWN" and "ui" folders only without "entityarchetypeslibrary" subfolder or file such name:( So, please where I can find or generate the "entityarchetypeslibrary"?
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Post by flanker1six on Sept 21, 2016 16:26:08 GMT
Once you unpack the patch_hd.dat folder you have to work on some of the sub files, with another tool set, to convert them into a different format that will make the entityarchetypeslibrary folder visible and readable (i.e. plain English). I don't know how to do that; I had a copy of the entityarchetypeslibrary folder I'd down loaded at one time, but no longer have it. NOTE: Not sure this info is entirely correct as it's been since right after FC 4 was released that I was working with this stuff. What I did (and recommend) when I performed my FC4 weapons stats overhaul earlier this year was to start out with Bontainer's unpacked/partially worked on folders and files; available in this thread: farcrymods.freeforums.net/thread/5/modding-101-packing-unpacking-patchThe fifth post down in the thread contains two links to Bontainer's "resource files" and were extremely helpful to me for my FC4 Frankenmod effort. As far as I know the links are still good. In that folder/file pack is one called weapons. Bon has very nicely categorized all the weapons (i.e. pistols, SMGs, etc) into their own sub files, and the individual weapon files in those sub files are in plain English text, and may be easily edited with most/any text editors including MS Windows Notepad, which is what I used) . If you have the proper FC 4 115_179 toolset with FC 4 Project files installed (and I assume you do) Bon's weapon files are a snap to work with and place in FC4 for your "Blasting Pleasure"! If you decide to go that route; please note my long winded response to Predaator above; on how to mod various individual aspects of the FC 4 weapons (my apologies if you're already aware of this, and/or know how to do it!). Those notes/tips contain several entries pertaining to FC 4 weapon damage stats. Hope this helped, and good luck!
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Post by alecktop on Sept 21, 2016 22:16:54 GMT
Thx very much! This what I need to know! Will try to do all the routes.
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