I figured out how to add new weapon calibers, but it requires manual editing of both the weapon and ammo proto files.
The ammo caliber is stored at hex offset 3C in ammo type item protos, and at hex offset 70 in weapon type item protos.
The "valid" values (supported by the mapper proto editor) are:
00 None
01 Rocket
02 Flamethrower Fuel
03 C Energy Cell
04 D Energy Cell
05 .223
06 5mm
07 .40 cal
08 10mm
09 .44 cal
0A 14mm
0B 12-guage
0C 9mm
0D BB
0E .45
0F 2mm
10 4.7mm caseless
11 HN Needler
12 7.62mm
Those are the names that appear as possible choices in the menu when picking ammo caliber for either weapons or ammo in the mapper proto editor. Note the .40 cal entry, I don't think that was actually used for any ammo or weapons in the game.
When I initially set up the FoT weapons, I had 4 new calibers for 40mm grenade, .308, 30.06, and speargun bolt. Since I couldn't select a new ammo caliber I set the ammo caliber to None for these. Incidentally, that's how the BB guns seem to be configured (caliber None) even though there is a BB caliber, strange. The problem with having multiple weapons and ammo set to caliber None is that the weapon will load any of them. So for example my grenade launcher would load spear gun bolts
But it seems that simply editing the proto manually and assigning new values works. So I added these 4 new values:
13 40mm grenade
14 30.06
15 .308
16 Speargun Bolt
The mapper isn't aware of those values, so they appear as <ERROR> in the prototype editor. But if I actually use the weapons, they seem to work properly. And now grenade launchers will only load 40mm grenades and spearguns will only load bolts.
So it looks like new calibers can be added, and there is lots of room in that one byte ...
maxed out at hex value FF is 255 possibilities, so we can have lots of calibers.
The ammo caliber is stored at hex offset 3C in ammo type item protos, and at hex offset 70 in weapon type item protos.
The "valid" values (supported by the mapper proto editor) are:
00 None
01 Rocket
02 Flamethrower Fuel
03 C Energy Cell
04 D Energy Cell
05 .223
06 5mm
07 .40 cal
08 10mm
09 .44 cal
0A 14mm
0B 12-guage
0C 9mm
0D BB
0E .45
0F 2mm
10 4.7mm caseless
11 HN Needler
12 7.62mm
Those are the names that appear as possible choices in the menu when picking ammo caliber for either weapons or ammo in the mapper proto editor. Note the .40 cal entry, I don't think that was actually used for any ammo or weapons in the game.
When I initially set up the FoT weapons, I had 4 new calibers for 40mm grenade, .308, 30.06, and speargun bolt. Since I couldn't select a new ammo caliber I set the ammo caliber to None for these. Incidentally, that's how the BB guns seem to be configured (caliber None) even though there is a BB caliber, strange. The problem with having multiple weapons and ammo set to caliber None is that the weapon will load any of them. So for example my grenade launcher would load spear gun bolts
But it seems that simply editing the proto manually and assigning new values works. So I added these 4 new values:
13 40mm grenade
14 30.06
15 .308
16 Speargun Bolt
The mapper isn't aware of those values, so they appear as <ERROR> in the prototype editor. But if I actually use the weapons, they seem to work properly. And now grenade launchers will only load 40mm grenades and spearguns will only load bolts.
So it looks like new calibers can be added, and there is lots of room in that one byte ...
maxed out at hex value FF is 255 possibilities, so we can have lots of calibers.