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OrangeMohawk

.MAP
How To Mod Projectile Gravity & Other Various Projectile Tutorials

8 posts in this topic

Well I'm doing research on projectiles right now, figured I might as well make a few tuts.

What You'll Need:

Tutorials

How to Change Projectile Gravity

Step 1: Find the projectile whose gravity you want to change under the PROJ class. If the tags aren't named, reference the "Reported Weapon" enum under the box that says "PROJECTILE". Usually only campaign maps have projectiles with different reported weapons than the weapon it's from, but these are projectiles from .

6973894199_722b07fba9_b.jpg

Step 2: Scroll down until you find "Air Gravity". Keep in mind this is exponential, so high numbers will make the projectile go down fast. Use -100 to 100. Save or Poke.

6827808660_456e6d034d_b.jpg

Tips:

  • Use a negative number to make your projectile go up! (Really fun)
  • Change a projectile which you can actually watch, projectiles with high velocity such as Sniper, Assault Rifle, and DMR won't have any visible changes.

How to Edit Time Needed for Grenade Launcher Grenade to Blow Up

Grenade Launcher shots need to charge a little before they will explode. Now you can edit that time.

Step 1: Go to the Grenade Launcher projectile tag.

Step 2: Scroll down until you find "Charge Time to Allow Explosion. Change it as you please.

Notes: Grenade Launchers (The portable one and the Falcon Grenade Launcher) are the only weapons with a number here by default. I have found no effect when adding a number here for other (explosive) weapons.

How to Give Another Weapon Shotgun Properties

Step 1: Find any struct offset you don't need, and copy it. I used one from "objects\multi eleporter_receiver eleporter_receiver_old" PHMO tag, which is not used in the game anyways. If you are editing on Forge World, you can use this offset too (119365712).

6827975972_f1a0158550_b.jpg

Step 2: Find the projectile you want to give shotgun properties to under the PROJ class. Scroll down to the bottom, where you will find a "Shotgun Properties" Struct. Paste it into "Offset", and make the Block Count 1. Edit the options as you wish. Save or Poke.

6974248891_4e6afb31af_b.jpg

Assault Rifle (default shotgun properties)

6827713432_944054f61a_b.jpg

Needle Rifle (edited shotgun properties)

6974284041_63ff481bf8_b.jpg

Notes About Shotgun Properties

Just a Few Notes:

  • Amount - Amount of projectiles that come out at once per trigger pull
  • Distance - How far the shot will go
  • Accuracy - How close the projectiles will shoot relative to the center of the crosshairs
  • Bullet Spread - How spread out the projectiles are
  • Accuracy seems to have more weight on the game than Bullet Spread (for high numbers)
  • Adding Shotgun Properties to a weapon that shoots explosives, or grenades seems to not have the desired effect, however when adding to "Amount" for a rocket, it seemd to shoot at a lower angle.

Changelog

3-16-12 Updated plugin, including more research by both Lord Zedd and myself

----------

3-12-12: Clarification for amount; Grenade Launcher explosion time Tut

Edited by OrangeMohawk
Lord Zedd likes this

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About the shotgun properties, there's a struct in the weap tag that lets you mod rounds per shot (NOT SHOTS PER FIRE) and you can change the bullet spread there as well. But that's only in my plugin I think?

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About the shotgun properties, there's a struct in the weap tag that lets you mod rounds per shot (NOT SHOTS PER FIRE) and you can change the bullet spread there as well. But that's only in my plugin I think?

Is that only on the shotgun by default also?

Edit: Also, about the shots per fire: it may be the same thing, I didn't know how to word it

Edited by OrangeMohawk

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Is that only on the shotgun by default also?

Edit: Also, about the shots per fire: it may be the same thing, I didn't know how to word it

Shots per fire - How many times it auto fires after you pull the trigger.

Rounds per shot - How many bullets are fired for each shot.

You can mod these on any gun. As well as the bullet spread which makes it like a shotgun.

Edit: This is what i'm talking about.

post-3931-0-26693300-1331519272_thumb.jp

post-3931-0-19446900-1331519305_thumb.jp

That was all done in the weap tag.

And then I did something stupid:

post-3931-0-11759800-1331519581_thumb.jp

Edited by Krazy Pigeon

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Shots per fire - How many times it auto fires after you pull the trigger.

Rounds per shot - How many bullets are fired for each shot.

Okay, I think it's round per shot then, I tried to clarify a little bit

And for your tank picture (lol), did it freeze momentarily when you shot that?

Because if you do a high amount of rounds fired (like 100 and up) in the proj tag, it will freeze for a sec then come back and shoot it.

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Okay, I think it's round per shot then, I tried to clarify a little bit

And for your tank picture (lol), did it freeze momentarily when you shot that?

Because if you do a high amount of rounds fired (like 100 and up) in the proj tag, it will freeze for a sec then come back and shoot it.

No, I only used 10 rounds. But yeah 600 makes it lag a bit. :P

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Check your research against the plugin in my latest update. I named extra stuff.

Nice, you definitely got some things that stumped me. (I had no idea the first one was a bitmask!) I think the only other thing I have named that isn't on yours is (what I think is) the impact properties struct. I'll update in a little while as well as make a tut on that.

I also decided to do a little more research based on what you updated.

Edited by OrangeMohawk

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