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Author Topic: Modding a gun - problems  (Read 2799 times)

Kiberkiller

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Modding a gun - problems
« on: November 29, 2010, 06:03:24 pm »

Hello,

I'm trying to mod muskets into the game but i don't want them to use CROSSBOW or BOW skills, is the any way to add my own SHOOTER skill? I couldn't find anything in the raws.
« Last Edit: November 30, 2010, 04:18:02 am by Kiberkiller »
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Re: Mod own skills?
« Reply #1 on: November 29, 2010, 06:06:52 pm »

No.
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Kiberkiller

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Re: Mod own skills?
« Reply #2 on: November 29, 2010, 06:15:07 pm »

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Malaclypse

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Re: Mod own skills?
« Reply #3 on: November 29, 2010, 07:16:11 pm »

Is this intended for fortress mode or adventure mode, primarily? If it's for fortress mode, you could use the misc. object user skill, since guns of that tech level don't take a whole lot of skill to use, and the dwarves likely won't be using the skill for anything else anyhow. That's what I'm probably going to use for my own gun mod.
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Kiberkiller

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Re: Mod own skills?
« Reply #4 on: November 29, 2010, 07:36:10 pm »

Is this intended for fortress mode or adventure mode, primarily? If it's for fortress mode, you could use the misc. object user skill, since guns of that tech level don't take a whole lot of skill to use, and the dwarves likely won't be using the skill for anything else anyhow. That's what I'm probably going to use for my own gun mod.

Adventure.
I scrapped musket idea, damage isn't working properly for me, can't get anything more serious than a fractured bone against a naked human.
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tfaal

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Re: Mod own skills?
« Reply #5 on: November 29, 2010, 07:42:39 pm »

You could also use the alchemist skill, and rename it for the dwarven civilization. Also, are you using piercing damage for the muskets? If I were you, I would start by making them a copy of crossbows/bolts, and then tweaking their stats to your liking.
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GaxkangtheUnbound

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Re: Mod own skills?
« Reply #6 on: November 29, 2010, 08:40:50 pm »

You could also use the alchemist skill, and rename it for the dwarven civilization. Also, are you using piercing damage for the muskets? If I were you, I would start by making them a copy of crossbows/bolts, and then tweaking their stats to your liking.
Set velocity to an insane rate, and you've got guns.
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Igfig

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Re: Mod own skills?
« Reply #7 on: November 30, 2010, 01:33:22 am »

Crossbow isn't actually a bad choice, since it shows up as "Marksman" in-game.  Or if you don't like that, you can change the name in the creature raws with the [PROFESSION_NAME] tag.

Kiberkiller

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Re: Mod own skills?
« Reply #8 on: November 30, 2010, 04:09:23 am »

You could also use the alchemist skill, and rename it for the dwarven civilization. Also, are you using piercing damage for the muskets? If I were you, I would start by making them a copy of crossbows/bolts, and then tweaking their stats to your liking.

Been there

You could also use the alchemist skill, and rename it for the dwarven civilization. Also, are you using piercing damage for the muskets? If I were you, I would start by making them a copy of crossbows/bolts, and then tweaking their stats to your liking.
Set velocity to an insane rate, and you've got guns.

done that.

I can barely get them to fracture a bone with values of around 100000 or so (i guess that's insane enough), they didn't even manage to get to the brain on successful headshot.
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Kiberkiller

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Re: Mod own skills?
« Reply #9 on: November 30, 2010, 04:09:55 am »

Crossbow isn't actually a bad choice, since it shows up as "Marksman" in-game.  Or if you don't like that, you can change the name in the creature raws with the [PROFESSION_NAME] tag.

I guess it's the best choice, musket is a logical evolution of a crossbow.
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Malaclypse

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Re: Modding a gun - problems
« Reply #10 on: November 30, 2010, 04:37:33 am »

Try using this, or tinker around with it or whatever; it's what I've worked up for the dwarven hand cannon in the gun mod I'm working on. I'm still tweaking and refining it, trying to figure out if it's too powerful/too weak. At least I managed to get it to stop severing people's hands on every hand shot. It has good armor penetration, and is probably overpowered if you're just sticking it in as something the dwarves can make as a normal weapon. (in my mod, the production of the ammo can be dangerously fun [and expensive], which I hope will balance out the power of the weapon).

Anyway, here are the raws for the current version of the hand cannon:
Code: [Select]
[ITEM_AMMO:ITEM_AMMO_BULLET]
[NAME:bullet:bullets]
[CLASS:BULLET]
[SIZE:150]
[ATTACK:EDGE:15:12000:stab:stabs:NO_SUB:5000]

[ITEM_WEAPON:ITEM_WEAPON_GUN]
[NAME:gun:guns]
[SIZE:500]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BULLET]
[SHOOT_FORCE:100000]
[SHOOT_MAXVEL:2000]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:750]
« Last Edit: November 30, 2010, 04:40:24 am by Malaclypse »
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Kiberkiller

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Re: Modding a gun - problems
« Reply #11 on: November 30, 2010, 04:40:04 am »

I'll try that, merci.

P.S. Is there anywhere i can read what exactly all tokens stand for? Like size and velocity in real world measurements?
Trying to be realistic.
« Last Edit: November 30, 2010, 04:43:48 am by Kiberkiller »
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Kiberkiller

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Re: Modding a gun - problems
« Reply #12 on: November 30, 2010, 04:46:36 am »

I'm starting to think that there's something wrong with my raws.
I've used your numbers, managed to make a headshot on a naked human but i only got "pierced skin".
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Malaclypse

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Re: Modding a gun - problems
« Reply #13 on: November 30, 2010, 04:53:44 am »

Try it a few times. It doesn't always kill on a headshot, fortunately. It's not supposed to absolutely annihilate everything in one shot. Early guns were horrendously inaccurate, so I'm glad that that shows up to some degree when the weapon doesn't do much. Of course, when it does get a good hit in (which it does with regularity) it's usually a pretty good shot.

Also, what material are you using for the ammo? That has a considerable effect on the lethality. Iron and steel bullets work well; I'm testing it with other metals right now.

Also, you'll note that it tends to do considerable damage to nerves and connective tissue even on hits to the extremities, which I think is fairly accurate for a hand cannon.

EDIT: Hmm... looks like this isn't the version of the hand cannon I thought it was. I'll have to go back and look for the one that did the bone shattering.
« Last Edit: November 30, 2010, 05:07:57 am by Malaclypse »
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TomiTapio

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Re: Modding a gun - problems
« Reply #14 on: November 30, 2010, 05:44:00 am »

Quote
[ATTACK:EDGE:15:12000:stab:stabs:NO_SUB:5000]
vanilla DF's whip is 1-width blunt attack (and being blunt, impacts through armor).
Try [ATTACK:EDGE:2:12000:hit:hits:NO_SUB:5000]
or maybe 4 wide stab instead of 2.
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