Making the SWBF2 vanilla weapons stronger
Posted: Wed Feb 22, 2012 4:56 pm
Would it be difficult to mod the vanilla weapons to be stronger? I'd like to up the damage to one shot kills for extreme realism.
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No, all it would just be a simple increase to the MaxDamage value in each weapon's ordnance ODF.TK421 wrote:Would it be difficult to mod the vanilla weapons to be stronger? I'd like to up the damage to one shot kills for extreme realism.
THEWULFMAN wrote:If you're going for "realism" you might want to keep it somewhat balanced in terms of gameplay. Try one shot kills for sniper rifles, two shot kills for rifles, and 3 shot kills for pistols.
My opinion anyway.
To avoid any confusion, the [HealthType]Scale parameter value is a multiplier, not a percentage, though it could be thought of as a percentage if you define "1.0" as 100%.Dakota wrote:Note that the second set of red code is saying what percent of the damage that object would take, for example a tank would take 10% of the damage while a unit takes 100%, this can be set to over 100% for greater effect.Hidden/Spoiler:
% = per cent = per hundred = /100Marth8880 wrote:To avoid any confusion, the [HealthType]Scale parameter value is a multiplier, not a percentage, though it could be thought of as a percentage if you define "1.0" as 100%.Dakota wrote:Note that the second set of red code is saying what percent of the damage that object would take, for example a tank would take 10% of the damage while a unit takes 100%, this can be set to over 100% for greater effect.Hidden/Spoiler:
One must also think about his or her audience; GT's community consists primarily of middle/high schoolers, and even then, most people typically would not think about it that way. :skinetosimpetus wrote:% = per cent = per hundred = /100Marth8880 wrote:To avoid any confusion, the [HealthType]Scale parameter value is a multiplier, not a percentage, though it could be thought of as a percentage if you define "1.0" as 100%.Dakota wrote:Note that the second set of red code is saying what percent of the damage that object would take, for example a tank would take 10% of the damage while a unit takes 100%, this can be set to over 100% for greater effect.Hidden/Spoiler:
100% = 100/100 = 1
What other way to define 100% is there?
A multiplier is the same as a percentage. The value that can be expressed as a percentage, fraction or decimal.Marth8880 wrote:One must also think about his or her audience; GT's community consists primarily of middle/high schoolers, and even then, most people typically would not think about it that way. :skinetosimpetus wrote:% = per cent = per hundred = /100Marth8880 wrote:To avoid any confusion, the [HealthType]Scale parameter value is a multiplier, not a percentage, though it could be thought of as a percentage if you define "1.0" as 100%.Dakota wrote:Note that the second set of red code is saying what percent of the damage that object would take, for example a tank would take 10% of the damage while a unit takes 100%, this can be set to over 100% for greater effect.Hidden/Spoiler:
100% = 100/100 = 1
What other way to define 100% is there?