Cyborg on 29/7/2003 at 18:11
Hmm... I mastered this thing some time ago, but now I have forgotten it all.
So how can I edit weapons ingame? For example make the plasma rifle shoot knifes or pepper spray to spray gas grenades?
I actually don't remember much, but if someone knows, please tell me.
chris the cynic on 29/7/2003 at 19:29
the way this works is you type: set weaponname variable input
so for example: set weaponplasmarifle projectileclass shuriken
True/false
bAutomatic
bCanHaveLaser
bCanHaveModAccurateRange
bCanHaveModBaseAccuracy
bCanHaveModRecoilStrength
bCanHaveModReloadCount
bCanHaveModReloadTime
bDrawMuzzleFlash
bHandToHand
bHasMuzzleFlash
bInstantHit
bPenetrating
bUseAsDrawnWeapon
bUseWhileCrouched
Numbers
AIFireDelay
AITimeLimit
AccurateRange
BaseAccuracy
Buoyancy
CollisionHeight
CollisionRadius
FireOffset=(X=-20.000000,Y=2.000000,Z=30.000000)
FlashC
FlashLength
FlashO
FlashS
FlashY
HitDamage
InventoryGroup
LowAmmoWaterMark
Mass
MaxRange
MuzzleScale
NoiseLevel
PickupAmmoCount
RecoilStrength
ReloadCount
ReloadTime
Shakemag
ShotTime
StunDuration
Other input
AmmoName
Concealability=CONC_Visual
EnemyEffective=ENMEFF_Robot
EnviroEffective=ENVEFF_Air
GoverningSkill
ProjectileClass
SelectSound
chris the cynic on 29/7/2003 at 20:26
This should be the same list with additions but it's not. I'm too lazy to combine the two so if you want something you'll have to look through both. For example ProjectileClass isn't on this list, I'm not sure why, if it were just that I'd add it and replase the other list, but i'm sure there are more things.
DeusExWeapon.
bAutomatic; // is this an automatic weapon?
bEmitWeaponDrawn; // True if drawing this weapon should make NPCs react
bFallbackWeapon; // If True, only use if no other weapons are available
bHandToHand; // is this weapon hand to hand (no ammo)?
bHasMuzzleFlash; // does this weapon have a flash when fired?
bNativeAttack; // True if weapon represents a native attack
bNearWall; // used for prox. mine placement
bOwnerWillNotify; // True if firing hand-to-hand weapons is dependent on the owner's animations
bPenetrating; // shot will penetrate and cause blood
bUseAsDrawnWeapon; // True if this weapon should be carried by NPCs as a drawn weapon
bUseWhileCrouched; // True if NPCs should crouch while using this weapon
bCanHaveScope; // can this weapon have a scope?
bHasScope; // does this weapon have a scope?
ScopeFOV; // FOV while using scope
bCanHaveLaser; // can this weapon have a laser sight?
bHasLaser; // does this weapon have a laser sight?
bCanHaveSilencer; // can this weapon have a silencer?
bHasSilencer; // does this weapon have a silencer?
bCanTrack; // can this weapon lock on to a target?
Used for mods.
bCanHaveModBaseAccuracy;
bCanHaveModReloadCount;
bCanHaveModAccurateRange;
bCanHaveModReloadTime;
bCanHaveModRecoilStrength;
LowAmmoWaterMark critical low ammo count
ClipCount number of bullets remaining in current clip
GoverningSkill; // skill that affects this weapon
NoiseLevel; // amount of noise that weapon makes when fired
EnemyEffective; // type of enemies that weapon is effective against
ENMEFF_All,
ENMEFF_Organic,
ENMEFF_Robot
EnviroEffective; // type of environment that weapon is effective in
ENVEFF_All,
ENVEFF_Air,
ENVEFF_Water,
ENVEFF_Vacuum,
ENVEFF_AirWater,
ENVEFF_AirVacuum,
ENVEFF_WaterVacuum
Concealability; // concealability of weapon
CONC_None,
CONC_Visual,
CONC_Metal,
CONC_All
ShotTime; // number of seconds between shots
ReloadTime; // number of seconds needed to reload the
HitDamage; // damage done by a single shot (or for shotguns, a single slug)
MaxRange; // absolute maximum range in world units (feet * 16)
AccurateRange; // maximum accurate range in world units (feet * 16)
BaseAccuracy; // base accuracy (0.0 is dead on, 1.0 is far off)
LockTime; // how long the target must stay targetted to lock
LockedSound; // sound to play when locked
TrackingSound; // sound to play while tracking a target
SoundTimer; // to time the sounds correctly
WeaponDamageType
AmmoNames[3]; // three possible types of ammo per weapon
ProjectileNames[3]; // projectile classes for different ammo
AreaOfEffect; // area of effect of the weapon
AOE_Point,
AOE_Cone,
AOE_Sphere
StunDuration; // how long the shot stuns the target
SwingOffset; // offsets for this weapon swing.
recoilStrength; // amount that the weapon kicks back after firing (0.0 is none, 1.0 is large)
MuzzleFlash flash; // muzzle flash actor
ShakeTimer;
ShakeYaw;
ShakePitch;
AIMinRange; // minimum "best" range for AI; 0=default min range
AIMaxRange; // maximum "best" range for AI; 0=default max range
AITimeLimit; // maximum amount of time an NPC should hold the weapon; 0=no time limit
AIFireDelay; // Once fired, use as fallback weapon until the timeout expires; 0=no time limit
MinProjSpreadAcc;
bDestroyOnFinish;
DeusExProjectile
BBlood does this projectile cause blood?
BDebris does this projectile cause debris?
bEmitDanger
bExplodes does this projectile explode?
BStickToWall does this projectile stick to walls?
BStuck is this projectile stuck to the wall?
BTracking should this projectile track a target?
InitDir initial direction of travel
BlastRadius radius to explode
Damagee who is being damaged
DamageType type of damage that this projectile does
AccurateRange maximum accurate range in world units (feet * 16)
MaxRange maximum range in world units (feet * 16)
InitLoc initial location for range tracking
MinDrawScale
MaxDrawScale
LastSeenLoc Last known location of target
gradualHurtSteps how many separate explosions for the staggered HurtRadius
gradualHurtCounter which one are we currently doing
spawnWeaponClass weapon to give the player if this projectile is disarmed and frobbed
spawnAmmoClass weapon to give the player if this projectile is disarmed and frobbed
bIgnoresNanoDefense True if the aggressive defense aug does not blow this up.
BAggressiveExploded True if exploded by Aggressive Defense
Rogue Keeper on 30/7/2003 at 09:46
Whoa!:wot:
Cyborg on 30/7/2003 at 11:17
Thanks to you greatly! Now I can start my walkthrough with.. hmm.. special kind of weapons. :ebil:
Randalor on 5/8/2003 at 22:36
hhhhhmmmmmmmm... a rapid-fire, GEP rocket launching, silenced, scoped, effective everywhere mini-crossbow with max range of 1000 feet...
"Yes Paul, I will take the mini-crossbow and try not to kill anyone"