XCOUNTRY
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I edited the following lines for the sniper rifle and its sounds and ammo to make it a little more realis...interesting. I made it sound suppressed with with a borrowed idea from xXC.H.U.DXx :
<SoundDataNode name="suppressedsniper"> <AudioSource name="Sounds/AudioSource_Impact"/>
<Noise ID="1" range="4" volume="7" time="5" muffled_when_crouched="1"/>
<AudioClip ClipName="Sounds/ImpactSurface/bullethitcloth1"/>
<LocalCrouchVolumeScale name="1.0"/> <CrouchNoiseScale name="1"/> <NoiseScale name="1"/> <MaxVoices name="3"/> <MaxRepeatRate name="0.01"/> </SoundDataNode>
and increased the magazine capacity to make it more like a true DMR. Additionally, I changed it from a ranged weapon that shoots instantaneous rays to a launcher. This gives the shots a really nice feel and they are now affected by gravity, I made the bullet drop exaggerated, but that's just because the view distance is so short and I wanted to use the other lines in the scope. Unfortunately, making the sniper a launcher sorta breaks 7.62mmAmmo, the gun now launches the entire bullet, casing and all. At high speed this doesn't look bad traveling downrange, but you can see the three 762mm casing in your character model's hand poking through the sniper rifle magazine and it bugs out a little as this image gets attached to additional items once you've switched what's in your hand. Finally, brass impact sound particle effects don't exist in the game and I don't know how to make some, I wanted to just create a
<SoundDataNode name="bras♥♥♥♥wood"> <AudioSource name="Sounds/AudioSource_Impact"/>
<Noise ID="2" range="7" volume="11" time="4" muffled_when_crouched="1"/>
<AudioClip ClipName="Sounds/ImpactSurface/bullethitwood1"/>
and continue that line of thought or just make brass=metal or something, but I'm a total noob and can't even figure out how to open up the atlas in a readable format :sour:
<items>
<item id="51" name="gunSniperRifle">
<property name="Meshfile" value="Items/Weapons/Ranged/SniperRifle/sniperRiflePrefab"/>
<property name="Material" value="metal"/>
<property name="RepairTools" value="repairKit"/>
<property name="HoldType" value="11"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Attachments" value="flashlight02"/>
<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property class="Parts">
<property name="Stock" value="partsSniperRifle_stock"/>
<property name="Receiver" value="partsSniperRifle_receiver"/>
<property name="Pump" value="partsSniperRifle_parts"/>
<property name="Barrel" value="partsSniperRifle_barrel"/>
</property>
<property name="Sound_Sight_In" value="rifle_sight_in"/>
<property name="Sound_Sight_Out" value="rifle_sight_out"/>
<property class="Action0"> <!-- AttackAction -->
<property name="Class" value="Launcher"/>
<property name="Delay" value="0.2"/>
<property name="Crosshair_min_distance" value="45"/> <!-- 45 -->
<property name="Crosshair_max_distance" value="54"/> <!-- 54 -->
<property name="Magazine_size" value="15"/>
<property name="Magazine_items" value="762mmBullet"/>
<property name="Magazine_item_ray_counts" value="1"/>
<property name="Magazine_item_ray_spreads" value="0"/>
<property name="Reload_time" value="2.5"/>
<property name="Bullet_icon" value="uzi"/>
<property name="Sound_start" value="suppressedsniper"/>
<property name="Sound_repeat" value=""/>
<property name="Sound_end" value=""/>
<property name="Sound_empty" value="weapon_empty"/>
<property name="Sound_reload" value="sniperrifle_reload"/>
<property name="Particles_muzzle_fire" value="nozzleflashuzi"/>
<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi"/>
<property name="DamageBonus.head" value="6"/>
<property name="DamageBonus.wood" value="3"/>
<property name="DamageBonus.earth" value="0.2"/>
<property name="DamageBonus.glass" value="1"/>
</property>
<property class="Action1"> <!-- UseAction -->
<property name="Class" value="Zoom"/>
<property name="Zoom_overlay" value="Items/Weapons/HUD/sniper_zoom_overlay"/>
<property name="Zoom_max_out" value="40"/>
<property name="Zoom_max_in" value="15"/>
</property>
<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
<property name="AttachmentFlashlight" value="flashlight02"/> <!-- End: Needed for the attachment flashlight -->
<property name="Group" value="Ammo/Weapons"/>
<property name="ActionSkillGroup" value="Rifles"/>
<property name="CraftingSkillGroup" value="craftSkillGuns"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="LightValue" value="0.45"/>
</item>
<item id="153" name="762mmBullet">
<property name="Meshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab"/>
<property name="Material" value="metal"/>
<property name="Stacknumber" value="500"/>
<property name="EconomicValue" value="19"/>
<property name="Group" value="Ammo/Weapons"/>
<property name="CraftingSkillGroup" value="craftSkillGuns"/>
<property class="Attributes">
<property name="GetQualityFromWeapon" value="true"/>
<property name="EntityDamage" value="6,10"/>
<property name="BlockDamage" value="5.4,13.5"/>
</property>
<property class="Action1">
<property name="Class" value="Projectile"/>
<property name="Velocity" value="170"/>
<property name="FlyTime" value="0"/>
<property name="Gravity" value="-4.0"/>
<property name="LifeTime" value="12"/>
<property name="DamageBonus.head" value="6"/>
<property name="DamageBonus.wood" value="2"/>
<property name="DamageBonus.earth" value="0.1"/>
<property name="DamageBonus.glass" value="1"/>
</property>
</item>
I created the following lines in the sounds config and copied and changed the name of bullethit"somematerial" to bras♥♥♥♥"somematerial" for when/if I figure out how to make brass items particle effects work and sound like the bullethit sounds.
<SoundDataNode name="bras♥♥♥♥wood"> <AudioSource name="Sounds/AudioSource_Impact"/>
<Noise ID="2" range="7" volume="11" time="4" muffled_when_crouched="1"/>
<AudioClip ClipName="Sounds/ImpactSurface/bullethitwood1"/>
<AudioClip ClipName="Sounds/ImpactSurface/bullethitwood2"/>
<AudioClip ClipName="Sounds/ImpactSurface/bullethitwood3"/>
<LocalCrouchVolumeScale name="1.0"/> <CrouchNoiseScale name="0.5"/> <NoiseScale name="1"/> <MaxVoices name="3"/> <MaxRepeatRate name="0.01"/> </SoundDataNode>
hopefully someone with more skill can improve on this idea? Adding true projectiles for the guns adds a really nice touch to the game. I like hearing the slight delay between shot and impact with a Zed
Video:
<SoundDataNode name="suppressedsniper"> <AudioSource name="Sounds/AudioSource_Impact"/>
<Noise ID="1" range="4" volume="7" time="5" muffled_when_crouched="1"/>
<AudioClip ClipName="Sounds/ImpactSurface/bullethitcloth1"/>
<LocalCrouchVolumeScale name="1.0"/> <CrouchNoiseScale name="1"/> <NoiseScale name="1"/> <MaxVoices name="3"/> <MaxRepeatRate name="0.01"/> </SoundDataNode>
and increased the magazine capacity to make it more like a true DMR. Additionally, I changed it from a ranged weapon that shoots instantaneous rays to a launcher. This gives the shots a really nice feel and they are now affected by gravity, I made the bullet drop exaggerated, but that's just because the view distance is so short and I wanted to use the other lines in the scope. Unfortunately, making the sniper a launcher sorta breaks 7.62mmAmmo, the gun now launches the entire bullet, casing and all. At high speed this doesn't look bad traveling downrange, but you can see the three 762mm casing in your character model's hand poking through the sniper rifle magazine and it bugs out a little as this image gets attached to additional items once you've switched what's in your hand. Finally, brass impact sound particle effects don't exist in the game and I don't know how to make some, I wanted to just create a
<SoundDataNode name="bras♥♥♥♥wood"> <AudioSource name="Sounds/AudioSource_Impact"/>
<Noise ID="2" range="7" volume="11" time="4" muffled_when_crouched="1"/>
<AudioClip ClipName="Sounds/ImpactSurface/bullethitwood1"/>
and continue that line of thought or just make brass=metal or something, but I'm a total noob and can't even figure out how to open up the atlas in a readable format :sour:
<items>
<item id="51" name="gunSniperRifle">
<property name="Meshfile" value="Items/Weapons/Ranged/SniperRifle/sniperRiflePrefab"/>
<property name="Material" value="metal"/>
<property name="RepairTools" value="repairKit"/>
<property name="HoldType" value="11"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Attachments" value="flashlight02"/>
<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property class="Parts">
<property name="Stock" value="partsSniperRifle_stock"/>
<property name="Receiver" value="partsSniperRifle_receiver"/>
<property name="Pump" value="partsSniperRifle_parts"/>
<property name="Barrel" value="partsSniperRifle_barrel"/>
</property>
<property name="Sound_Sight_In" value="rifle_sight_in"/>
<property name="Sound_Sight_Out" value="rifle_sight_out"/>
<property class="Action0"> <!-- AttackAction -->
<property name="Class" value="Launcher"/>
<property name="Delay" value="0.2"/>
<property name="Crosshair_min_distance" value="45"/> <!-- 45 -->
<property name="Crosshair_max_distance" value="54"/> <!-- 54 -->
<property name="Magazine_size" value="15"/>
<property name="Magazine_items" value="762mmBullet"/>
<property name="Magazine_item_ray_counts" value="1"/>
<property name="Magazine_item_ray_spreads" value="0"/>
<property name="Reload_time" value="2.5"/>
<property name="Bullet_icon" value="uzi"/>
<property name="Sound_start" value="suppressedsniper"/>
<property name="Sound_repeat" value=""/>
<property name="Sound_end" value=""/>
<property name="Sound_empty" value="weapon_empty"/>
<property name="Sound_reload" value="sniperrifle_reload"/>
<property name="Particles_muzzle_fire" value="nozzleflashuzi"/>
<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi"/>
<property name="DamageBonus.head" value="6"/>
<property name="DamageBonus.wood" value="3"/>
<property name="DamageBonus.earth" value="0.2"/>
<property name="DamageBonus.glass" value="1"/>
</property>
<property class="Action1"> <!-- UseAction -->
<property name="Class" value="Zoom"/>
<property name="Zoom_overlay" value="Items/Weapons/HUD/sniper_zoom_overlay"/>
<property name="Zoom_max_out" value="40"/>
<property name="Zoom_max_in" value="15"/>
</property>
<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
<property name="AttachmentFlashlight" value="flashlight02"/> <!-- End: Needed for the attachment flashlight -->
<property name="Group" value="Ammo/Weapons"/>
<property name="ActionSkillGroup" value="Rifles"/>
<property name="CraftingSkillGroup" value="craftSkillGuns"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="LightValue" value="0.45"/>
</item>
<item id="153" name="762mmBullet">
<property name="Meshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab"/>
<property name="Material" value="metal"/>
<property name="Stacknumber" value="500"/>
<property name="EconomicValue" value="19"/>
<property name="Group" value="Ammo/Weapons"/>
<property name="CraftingSkillGroup" value="craftSkillGuns"/>
<property class="Attributes">
<property name="GetQualityFromWeapon" value="true"/>
<property name="EntityDamage" value="6,10"/>
<property name="BlockDamage" value="5.4,13.5"/>
</property>
<property class="Action1">
<property name="Class" value="Projectile"/>
<property name="Velocity" value="170"/>
<property name="FlyTime" value="0"/>
<property name="Gravity" value="-4.0"/>
<property name="LifeTime" value="12"/>
<property name="DamageBonus.head" value="6"/>
<property name="DamageBonus.wood" value="2"/>
<property name="DamageBonus.earth" value="0.1"/>
<property name="DamageBonus.glass" value="1"/>
</property>
</item>
I created the following lines in the sounds config and copied and changed the name of bullethit"somematerial" to bras♥♥♥♥"somematerial" for when/if I figure out how to make brass items particle effects work and sound like the bullethit sounds.
<SoundDataNode name="bras♥♥♥♥wood"> <AudioSource name="Sounds/AudioSource_Impact"/>
<Noise ID="2" range="7" volume="11" time="4" muffled_when_crouched="1"/>
<AudioClip ClipName="Sounds/ImpactSurface/bullethitwood1"/>
<AudioClip ClipName="Sounds/ImpactSurface/bullethitwood2"/>
<AudioClip ClipName="Sounds/ImpactSurface/bullethitwood3"/>
<LocalCrouchVolumeScale name="1.0"/> <CrouchNoiseScale name="0.5"/> <NoiseScale name="1"/> <MaxVoices name="3"/> <MaxRepeatRate name="0.01"/> </SoundDataNode>
hopefully someone with more skill can improve on this idea? Adding true projectiles for the guns adds a really nice touch to the game. I like hearing the slight delay between shot and impact with a Zed
Video: