New Firearms

In a similar vein, what about using a rifle as a club as a secondary fire mode? Either for conservation of ammo when a target is close (I hope some of the mods being made have a greater scarcity of ammo) or to avoid reloading.
That'd be pretty cool.
 
it's quite the same thing i was talking about ( oh yeah me and any other people who had this idea :wink: )
 
Ah, sorry, didn't see your post.
It's an interesting idea tho', would also work for a bayonet.
 
yes it's the same kind of mod, but even if it was possible to do, it'll be one problem left : the animations of knoking or pushing with a rifle doesn't exist
 
neither does the "fire" movements exist for such things as hammers and spears.. ( FYI I was trying to make an electrified super sledge that did elextrical damage, or had a "lightning" attack up to 4 hexes away.. ... Milnir anyone?? )

wouldn't fire the electrical bolt...
 
Im still thinking this idea through but have you considered looking at the spear? Bear with me :) the standard spear has 2 modes(4 if you include aiming), a stab and a throw. I have yet to look up this weapon but maby you can switch it around so instead of throwing it fires, and maby just add a new type to that(mode par se) - a grenade firing mode(although i have no idea on how to work the ammo problem). Hope this helps somewhat.
 
Ashmo said:
Corpse said:
You can add new ammo types, just edit the proto.msg. You will however have to edit the ammo prototypes using a hex editor to define the ammo type; the official mapper and fic only allow you to define this field through a list box so any ammunition listed after 7.62mm (I think) does not show on the editors.

It has been a while since I did it but I think you may have to do the same for the weapon prototypes for the ammo to work correctly.

Either FIC or FIME works with msg files as input to generate those lists. Unless the ammo types list is hardcoded (which would be weird as no other list seems to be), the new type should show up once you edit the file used by the item editor.

Just noticed your post Ashmo, the problem with the editor is the number of entries in the ammo types drop menu, it seems to be set to display only 18 entries of the ammo list. This prevents you from adding any new ammo types in the editor.
 
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