4815162342 wrote:Oh, so who can I ask for this? Do you know anybody or anyway that this can be done?
just post a topic about it somewhere asking
and Durge i have no clue how that would be done, and even if i want them to be pushed straight up, that goes against the push kind of values. it would work better modding choke some how but i still dont know how it could be done.
what changes did you make to the rocket launcher ord ifle? I was kidding about the homing part, I want an extremely large explosion radius that causes massive damage
1)Ok you know the standard rep rifle? Can you beef up the bullets so they do like 1.5x the damage?
2)And also you know that rifle the Commander Cody and the 212 hold on Utapau? Could you use those rifles and have them shoot out the standard bullets that the regular rifle would shoot out? I don't know if you have access to that model. If not I will look elsewhere.
3)Using the same rifle mentioned in #2, could you have it shoot out the same kind of laser thing that Princess Leia's gun shoots out?
Elmo wrote:If i want to do this for the CIS what file would i modify>?
same that u would for all
authraw wrote:I would love a self-destruct weapon--when used, there is a huge explosion (the bigger the better) and the user is killed. Is that at all possible?
i think it could be possible but it would only work with tk on.
trainmaster611 wrote:1)Ok you know the standard rep rifle? Can you beef up the bullets so they do like 1.5x the damage?
2)And also you know that rifle the Commander Cody and the 212 hold on Utapau? Could you use those rifles and have them shoot out the standard bullets that the regular rifle would shoot out? I don't know if you have access to that model. If not I will look elsewhere.
3)Using the same rifle mentioned in #2, could you have it shoot out the same kind of laser thing that Princess Leia's gun shoots out?
the first one is very easy, and i dont have a model of the rifle u speak of.
MaxDamage = "90.0"
DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "40.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.