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TFW weapons...

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  12:58:59  12 December 2011
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Jamjor
(Novice)
 
On forum: 12/10/2011
Messages: 42
TFW weapons...

I'm new to these forums, and haven't searched much for this answer, but..

Are the TFW weapons realistic? Good ballistics and 1-2 shot kills? I'm really into realism mods, so can I merge a realism mod with TFW?

Thanks!
  16:13:07  12 December 2011
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
Messages: 1165
No, they're balanced for good gameplay, since realistic weapons don't mix well with video games. A headshot with a decent rifle is still a 1-hit kill, though you may need to use AP ammo. Otherwise you hit this stuff called "body armor" and the bullets cease to become death dealing murder machines, and you actually have to use more than 1-2.

Since you're really into realism, I assume you start a new game every time you die? It's not very realistic to load your game, and lets be honest, all you accomplish when you increase weapon damages is increase the number of times you have to load.
  20:43:07  12 December 2011
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Jamjor
(Novice)
 
On forum: 12/10/2011
Messages: 42
All I meant was I like Milsim games. Kevlar vests won't do much against a 7.62x54 AP round to the chest. even a 7.62x39 AP. No I do not start my games over, I like a challenge, I don't like arcade style gun play.
  23:26:22  12 December 2011
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Jamjor
(Novice)
 
On forum: 12/10/2011
Messages: 42
Can you at least change the ballistics? I'm firing directly at peoples heads and it goes like a meter away from them. I don't see why you couldnt put a weapon mod in... it would just be changing a few sound files maybe, and the ballistics.
  17:49:54  13 December 2011
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
 

Message edited by:
PhoenixHeart
12/13/2011 18:05:21
Messages: 1165
If you're having accuracy problems, upgrade your gun at a mechanic instead of modding it into easy mode.

The reason we haven't made a ballistics mod is because none of us want one, nor think there should be one. The game and guns are all balanced around the current ballistics, so when you go mucking with that, you end up with a game that doesn't act quite like you thought it would.

I think someone might have made one though, but I don't know what it's called, or even if it's for the current version... I just remember someone mentioning that they were going to make one. If you still really want one, and can't find one, do what we've all done and learn to mod and make one yourself.

Regarding that, Don Reba's unpacker is an EXCELLENT tool to mess with the data files. Unfortunately i seem to have lost my bookmark to the download site... I'll try to find it and either edit it in or post it as a reply.

*EDIT* Still can't find it, it always was rather elusive. Anyway, I uploaded the zip file to megaupload: http://www.megaupload.com/?d=F2GISLCP so you can start playing with the game files and mod the game to your liking. Though you don't need that tool for TFW, since the data files are already included in the mod.

If you're trying to improve accuracy, it will be in the configs\weapons\*.ltx folder. The line you're looking for is "fire_dispersion_base = #.#" Where the #.# is a decimal number, usually around 1.0-ish, depending on the weapon. 0 is perfect accuracy, higher numbers mean less accurate. Think of it as the amount of distance the bullets can stray from the crosshair, so 0 would mean no deviation.

If you're trying to improve damage, you want hit_power I think, though it'd be better if one of the more veteran modders weighed in here... I've never touched that part of the weapon configs, and I see that there are multiple values, and I don't know what each one means.

If you want to change ammo characteristics, you're looking for configs\weapons\weapons.ltx. To get you started, here's what each value means. Note that all of these values are MODIFIERS for values on the gun, NOT hard-set values. 1 means no change, 0.5 means half of the gun's equivalent value, 2.0 means double the guns equivalent value.

box_size is the number of bullets in a single "unit" of ammo, such as what you would buy from a merchant. Most default to 60.
inv_weight is how much a FULL box weighs. When looting dead bodies, you often find partial boxes (such as finding 17 9x18 rounds) and only weighs a fraction of that box's weight.

k_dist is range
k_disp is dispersion, or accuracy (see above)
k_hit is damage
k_impuse is I dunno wtf this does
k_pierce is the % of armor that the bullet ignores. 0.8 means it ignores 80% of the targets armor
k_ap is... maybe also piercing. Dunno actually. I'd set both of these at the same time - if you want to change one, change both. All of the ammo in the file has both values the same.
buck_shot is the number of projectiles fired. Only applies to shotguns, all other ammo has a value of 1.
tracer means whether or not the bullet glows. off/on value here, not numeric.
k_dist is the range.

That should cover most of what you need to know.
  22:37:08  13 December 2011
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Jamjor
(Novice)
 
On forum: 12/10/2011
Messages: 42
Thank you. I'll probably mess around with it later.

http://stalker.filefront.com/file/Clear_Sky_Weapon_Damage;94459

Would that mod be compatible with TFW? I don't know if I want THAT much damage but it'd save me some work.
  15:59:44  14 December 2011
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
Messages: 1165
even before looking at it, most likely not, because of the fact that most of the weapons configs in TFW have some TFW-specific changes. For it to work properly, you would need to make those same TFW-specific changes to the new files (I don't know offhand what you'd need to change). A good program for this is WinMerge, it alows youto have 2 files open side by side and it highlights and differences between the two.
 
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