FoT Weapon Conversions

The Vickers is a British weapon but it was in service in many nations during its time.

The C6 is basically a Canadian version of the FN Mag; this belgian weapon is also manufactured in the US and designated as M240.

The C3A1 sniper rifle is also a nice weapon to consider; I think its a Canadian version of the Parker Hale M85 and fires .308.

The C7 is a local version of the M16 manufactured by Diemaco; to my knowledge, it is the standard army infantry rifle at the moment so might be worth including.
 
Corpse said:
I tried assigning a sound to the punchgun in my old mod but got the same problem; my guess is that any weapon that uses a punch action, uses the puch sound by default. This is most probably handled by the engine so I don't know any way around it.

Well this isn't a great solution, but adding this to the obj_dude script:

procedure combat_p_proc begin
if (fixed_param == COMBAT_SUBTYPE_HIT_SUCCEEDED) then begin
if (dude_wielding_punchgun) then begin
play_sfx("punchgun");
end
end
end

I do get a shotgun sound. Unfortunately, I get the punch sound first, then the shotgun sound, but at least I get a sound for the weapon. I used the same method as discussed for the neuro disrupter to determine the weapon is being wielded:

#define dude_wielding_punchgun ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_PUNCH_GUN) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_PUNCH_GUN))

I used snd2acm to convert the FoT shotgun sound, because the FO2 gun sounds don't work with play_sfx (they have a different sound in each channel). Then I used regsnd to generate the lines for the sndlist.lst.

Not great but it goes boom :roll:
 
Nicely done dude.

Ashmo: The M16 is not really what you'd call fallouty but neither is the P90 or the CAWS and Jackhammer but they made it nevertheless.
 
Corpse said:
Nicely done dude.

Ashmo: The M16 is not really what you'd call fallouty but neither is the P90 or the CAWS and Jackhammer but they made it nevertheless.

So because they already fucked up it's okay to fuck things up more?
 
What is fallouty in you opionion then; I know the Desert Eagle, G11 or the Miniguns aren't and I don't hear you or anyone else complain about them, so how do you define what is fallouty and why do you object to adding a rifle that is as common as beans since the 60s?
 
M16... that is pretty typical, but what would be wrong, its Fallout for pete sake. I mean Heckler and Koch remade the P90, which by my limited weapons understanding was manufactured by FN (too lazy to give the full name).

Put in the M16, could be a collectible item, like one of those weapons long taken out of service. Thus why the AK-112 and some other rifles are mor common.
 
How about this:

Mini-Shotgun
This weapon was originaly a standard minigun, but at some stage was damaged and has been refitted with new barrels savalaged off what appears to be a few shotguns. The loading mechanisism has also be modifed to handle the different bullets.
 
Wild_qwerty said:
Mini-Shotgun
This weapon was originaly a standard minigun, but at some stage was damaged and has been refitted with new barrels savalaged off what appears to be a few shotguns. The loading mechanisism has also be modifed to handle the different bullets.

Sounds cool to me, but I don't think it should be able to fire as fast as the other miniguns (which burst 25-50 rounds). Maybe a 10 round burst for this kind of thing. And you'd need a lot of ST to handle it.
 
A shotgun minigun would be quite nasty but would have a very short range and it's rate of fire wouldn't be as fast as other miniguns like dude mentioned.

As to having it fire single shot, that would be impossible for a weapon of this kind.
 
Corpse said:
A shotgun minigun would be quite nasty but would have a very short range and it's rate of fire wouldn't be as fast as other miniguns like dude mentioned.

As to having it fire single shot, that would be impossible for a weapon of this kind.

Correct me if I'm wrong, but isn't it all a matter of timing if the cyclic rate is low enough? It wouldn't technically be a single-shot mode, but still...
 
No, because with each pull of the trigger; the barrels rotate firing each one in quick succession.

A one second trigger pull could fire as many as 15-60 shots depending on its fire rate settings and number of barrels.
 
Corpse said:
No, because with each pull of the trigger; the barrels rotate firing each one in quick succession.

A one second trigger pull could fire as many as 15-60 shots depending on its fire rate settings and number of barrels.

Yes, but we're talking about SLOW miniguns here.

..

Maybe the loading could work a bit like on that mechanized ballista the Greek invented but never used? A "funnel" (more like a big clip, actually) with ammo on top of the gun.

Alright, I'm just throwing around ideas here.
 
The only weapon of this type that has a slow rate of fire is the original hand-cranked gatling gun of the 1860's.

Its manual mechanism allowed firing single shots and its maximum rate of fire was around 300rpm.

EDIT: having a manual minigun would be cool, but don't expect a mechanical minigun to be portable; without a mount it would be impossible to operate but then again miniguns are man portable only in games and the movies.
 
oh well, I'm not to bothered by the realism of it, I just want to use my new 'MJ' Suffix FRMs :)

minishot0000006dq.gif
 
This is interesting ... I'm playing through FO2 with the new weapons from FoT. The FN FAL has been changed to .308 caliber ammo in my patch. They show up in stores and also in random encounters as .308 caliber rifles. Then I went to the raider camp, where they have many FN FALs, and theirs were the old 7.62mm version! So I have two different FN FALs with different calibers (actally I have different 7.62mm lengths .303, .308, etc)..

What happened makes sense: the actual map file contains the weapon data copied from the proto. When you change a proto you are not changing the ones already made into objects on the maps. What this means for the weapons expansion is a need to rebuild all of the maps. Fortunately I have done this before, discovered sort of by fluke, that if I do a "create all maps text" command in the mapper, the map files will include the latest proto values. I assume that the "rebuild all maps" function will do the same, but I know that the other command works. I used that to make a FO2 patch that makes all critters stronger.

Now playing with these new weapons and calibers, the guns are very powerful. I'm thinking that these two patches need to be combined: the new weapons, and critter mods that increase HP and AP. The .30 caliber weapons are pretty deadly. But people are pointing them at me too.

Looks like I need to rebuild all maps before a beta release.
 
Corpse said:
Solution is simple, just swap .308 with 7.62mm and you won't have to change the maps.

Not so simple. We changed almost all the weapons in some way, whether its AP or range or damage etc. Any weapon that was placed on the map with the original proto retains its original values. So the only way to make sure that all weapons already on maps are updated to use the new proto infomation is to rebuild all maps.

I rebuilt all the maps last night. Funny, the "rebuild all maps" function in the mapper doesn't seem to work. When I select that the mapper says "done" right away but doesn't do anything. Hower, the "create all map texts" function seems to do the same thing. Looks like it does both a rebuild of the .map and and creation of a .txt version of the maps. This takes a long time to run, and the mapper seems to be "frozen" but its not. You have to wait until its finished.

Did this last night and all maps have all the new weapon/ammo proto changes, and also critter proto changes now. The weapons are more powerful, but so are the critters, and party members too.
 
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