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 Post subject: Sawed-off Shotgun
PostPosted: Fri Jul 05, 2013 11:35 pm 
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Posts: 159
Never made a mod for anything ever, but I have been playing around with weapon, call and vehicle stats a bit lately.

Just tried turning the NeoStad into a Sawed-off shotgun. Idea is to make it the ideal weapon for close-combat, but close-combat only.

What worked:
Clip size reduced to 2
Accuracy greatly decreased
Projectiles per shot greatly increased
Kill ratio slightly increased

What didn't work:
Bullet spread. How can I alter this?
Reloading both bullets in a single action. How can I alter this?
Being able to fire both barrels in very quick succession. How can I alter this?

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 Post subject: Re: Sawed-off Shotgun
PostPosted: Sat Jul 06, 2013 1:04 am 
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Joined: Sun Apr 29, 2012 4:50 pm
Posts: 133
Visionhunter wrote:
What didn't work:
Bullet spread. How can I alter this?
Reloading both bullets in a single action. How can I alter this?
Being able to fire both barrels in very quick succession. How can I alter this?


The accuracy is the bullet spread. There isn't a way to change one without changing the other.
Change reload_one_at_a_time="1" to 0 or remove that line entirely if you want it to reload in one animation. You may have to change the animation for this to work.
Change the class to 4 and add the line burst_shots="1" to the specifications. This is how the Benelli works.

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 Post subject: Re: Sawed-off Shotgun
PostPosted: Sat Jul 06, 2013 10:15 am 
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MrNuckFuggets wrote:
Change reload_one_at_a_time="1" to 0 or remove that line entirely if you want it to reload in one animation. You may have to change the animation for this to work.


I tried doing the former but it just ended up in an endless reload loop animation. What animation would you suggest I use?

Thanks!

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 Post subject: Re: Sawed-off Shotgun
PostPosted: Sat Jul 06, 2013 3:15 pm 
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Joined: Thu Sep 27, 2012 4:41 pm
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Location: finland
Visionhunter wrote:
MrNuckFuggets wrote:
Change reload_one_at_a_time="1" to 0 or remove that line entirely if you want it to reload in one animation. You may have to change the animation for this to work.


I tried doing the former but it just ended up in an endless reload loop animation. What animation would you suggest I use?

Thanks!

use the mossberg animations, or modify the sawed off from mossberg

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 Post subject: Re: Sawed-off Shotgun
PostPosted: Sat Jul 06, 2013 5:12 pm 
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Posts: 133
I would suggest using animation 11, the assault rifle reload animation, unless you want to make a new one. It's the fastest non-looping animation.

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 Post subject: Re: Sawed-off Shotgun
PostPosted: Sat Jul 06, 2013 7:15 pm 
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Joined: Thu Sep 27, 2012 4:41 pm
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Location: finland
no wait saved off... add there parameters clip in and out from assault rifle animations and one time reload. i think should be near

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 Post subject: Re: Sawed-off Shotgun
PostPosted: Sat Jul 06, 2013 11:45 pm 
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joneau wrote:
no wait saved off... add there parameters clip in and out from assault rifle animations and one time reload. i think should be near


...

In English...?

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 Post subject: Re: Sawed-off Shotgun
PostPosted: Sun Jul 07, 2013 5:48 am 
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Joined: Thu Sep 27, 2012 4:41 pm
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Location: finland
that is english :D
yeah well cant quite remember how those should be. clip size 2, one time reload, remove cycle parameter, that does do it but after youve shot those 2 guns it just bugs the shooting then, thats the only problem. possibly if some parameters are taken from assault rifle the cycle isnt necessary but the one time reload might be interesting :D

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 Post subject: Re: Sawed-off Shotgun
PostPosted: Sun Jul 07, 2013 10:40 am 
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Joined: Wed Jun 12, 2013 4:39 pm
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Location: Canada
I suggest making your own animation, use a template and modify things like time, etc. It's what I did when I customized my weapons, and worked fine for my sawn-off mod.


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 Post subject: Re: Sawed-off Shotgun
PostPosted: Sun Jul 07, 2013 1:02 pm 
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Posts: 159
Papa wrote:
my sawn-off mod.


Link?

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