Hello,
I have experimented with the ini-codes for a while and found out some funny things. If some of my discoveries have been posted before..sorry :cry:
Machinegun scatter:
First open WeaponObjects.INI and make a copy of the GenericTankShell and rename it to GenericBullet or whatever you want. After that delete the modelname of the shell and type None instead, because the bullettracers are sufficient and You don't want to see big fatass tankshells coming out of your machinegun barrel. (Without a projectile you cannot create scatter!)
Now open Weapon.INI and find the HumveeGun or the technicalGun or a different machinegun. Once you found it paste or type the name of the new projectile. Then Choose a proper detonationFX for your new projectile. I use FX_DamageInfantryStruckSmallArms. After this You have to type the following below the weaponname: ScatterRadius = 12. It doesn't have to be 12. Any number can be given. Finally you have to give the weapon a DamageRadius. Example: DamageRadius = 3.
Voila. The realistic HumveeGun is ready for use. With some luck you can hit multiple targets at thsame time! This depends on the ScatterRadius number.
Realistic tankShells:
You can copy the modelname of the SpectreHowitzerShell (WeaponObjects.INI) and paste it upon the modelnames of the tankshells.
You must rescale the model, because the SpectrehowitzerShell is very big.
(Example: Scale = 0.3)
Why should you do this? I think that a tankshell flies fast enough to create airfriction. This will cause the projectile to burn in air. The SpectrehowitzerShell is a good example of this fact.
Scatter for the RocketBuggy:
think about a MRLS wich is in fact a very big brother of the rocket buggy. The MRLS is more advanced, but it rockets won't try to follow the targets. The is a difference between missiles and rockets,ofcourse.
Open the WeaponObjects.INI and find the Buggyrocket. Then find the line: try to follow target. In default it's yes. Replace yes with no. Done, no w to weapon ini and give it a ScatterRadius. This will give the rocketbuggy a disadvantige against fast moving objects, but you can balance it up by increasing the DamageRadius a bit or Increase the clipsize.
Realistic TankShell damage depending on firedistance:
I tried to give the crusader a secondary weapon: CusadertankGunClose.
This secondaryweapon inflicts more damage. A tankshell loses speed and thus the impactenergy will decrease with each meter. My idea is to give each tank a secondary weapon that inflicts more damage if fired at close range.
I renamed the Primary weapon of the crusader: CrusadertankGunFar.
This weapon has the following line in the Weapon.INI code: MinimumWeaponTargetingRange = 101. The weaponrange of the CrusadertankGunClose is 100.
I tried this ingame and found out that the Crusader tends to only use the Primary weapon. I won't use both weapon equally. What am I doing wrong? Did someone applied this before?
Any help will be appreciated.
