Making the SWBF2 vanilla weapons stronger
Moderator: Moderators
- TK421
- Private Recruit
- Posts: 16
- Joined: Tue Feb 21, 2012 2:49 am
- Projects :: Extreme Realism
- xbox live or psn: No gamertag set
Making the SWBF2 vanilla weapons stronger
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.
-
Marth8880
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Making the SWBF2 vanilla weapons stronger
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
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: Making the SWBF2 vanilla weapons stronger
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.
My opinion anyway.
- TGB
- Private Third Class
- Posts: 58
- Joined: Sun Oct 25, 2009 2:21 am
- xbox live or psn: pfff xbox
- Location: New Zealand
Re: Making the SWBF2 vanilla weapons stronger
Just my thoughts; Before starting a big project you should get the hang of the basic structure of the swbf2 data and go step by step. For instance; make a minor but noticeable change such as weapon ammo then go about getting the change in-game. Once you know how to do that without trouble start modding the sides but without adding any extra lines in the ODFs.
Also you should read up on the guides in the FAQ forums/viewtopic.php?f=27&t=13806
Also you should read up on the guides in the FAQ forums/viewtopic.php?f=27&t=13806
- SAMofBIA
- Major General

- Posts: 649
- Joined: Tue Jun 15, 2010 3:38 pm
- Projects :: Nothing....nothing at all.
- xbox live or psn: No gamertag set
- Location: MIA and not stopping in often anymore.
Re: Making the SWBF2 vanilla weapons stronger
imo not a big project at all, all you would have to do is change a few things in the common folder and BAM, weapons kill in 1 shot.
- Dakota
- Field Commander

- Posts: 991
- Joined: Mon Dec 06, 2010 8:21 pm
- Projects :: making random weapon assets
- xbox live or psn: PS3 beats xbox
- Location: at a computer desk floating around in space
Re: Making the SWBF2 vanilla weapons stronger
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.
thats exactly the first thought i had when i made my realistic weapons mod...
Hidden/Spoiler:
fancy looking example using the rifle ord in the common folder:
Hidden/Spoiler:
-
Marth8880
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Making the SWBF2 vanilla weapons stronger
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:
- Dakota
- Field Commander

- Posts: 991
- Joined: Mon Dec 06, 2010 8:21 pm
- Projects :: making random weapon assets
- xbox live or psn: PS3 beats xbox
- Location: at a computer desk floating around in space
Re: Making the SWBF2 vanilla weapons stronger
sorry about that, i tend to use those interchangably when it comes to things like this.
-
kinetosimpetus
- Imperial Systems Expert

- Posts: 2381
- Joined: Wed Mar 25, 2009 4:15 pm
- Projects :: A secret project
Re: Making the SWBF2 vanilla weapons stronger
% = 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?
-
Marth8880
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Making the SWBF2 vanilla weapons stronger
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?
- TGB
- Private Third Class
- Posts: 58
- Joined: Sun Oct 25, 2009 2:21 am
- xbox live or psn: pfff xbox
- Location: New Zealand
Re: Making the SWBF2 vanilla weapons stronger
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?
1.5 = 150% = 3/2 (this applies to most topics within maths as a whole can be expressed as 100% or 1 or an infinite number of fractions e.g 1/1 2/2 etc)
People should be able to do conversions of percentages fractions and decimals by the time they are year 5 / grade 5. It is also a fair bit more clear to say a weapon does 50% more damage to a unit than 1.5 times more damage.
