OK, good. I thought there might be something I didn’t get because I kept finding item groups like this:
"type" : "item_group",
"id" : "shotguns",
"items":[
["shotgun_s", 1],
["shotgun_d", 2],
["rm228", 2],
["rm120c", 1],
["l_def_12", 6],
["remington_870", 8],
["mossberg_500", 4]
]
There’s a 1 to 100 range, but everything is set so low. Items which are rare according to their descriptions/lore, like power armor or Rivtech stuff, make sense to be set that low. But then common stuff is all low balled, which then makes the rare stuff not really rare at all.
I now see why it’s so hard to match guns and ammo. There are tons of 9mm guns in the game, but 9mm ammo is only slightly more common than about 20 other varieties of bullets.
[quote=“troll from behind, post:7, topic:9911”]While doing this admirable mod might you consider addressing one issue that we currently have with guns?
Burst fire while beign quite common hasn’t found it way into Cata so far.
Havin that 3 round burst could come in handy allowing survivor to drop tougher zeds with one action without wasting a full autos worth (10) of bullets.[/quote]
I just mess with .jsons, man. You’ll have to get real coder to add another fire mode. If you want a really hack way to do it, you could add something like this to your game:
{
"type" : "GUNMOD",
"id" : "short_burst_mod",
"name" : "shortened burst kit",
"location": "mechanism",
"clip_size_modifier" : 0,
"dispersion_modifier" : 0,
"damage_modifier" : 0,
"description" : "A thing that does that thing",
"weight" : 1,
"to_hit" : 0,
"color" : "green",
"symbol" : ":",
"material" : ["steel", "null"],
"mod_targets" : ["rifle","smg"],
"volume" : 0,
"bashing" : 0,
"cutting" : 0,
"burst_modifier" : -7,
"price" : 100,
"skill_required": 1,
"loudness_modifier" : 0
}
You’d have to attach and remove it to change modes, which would probably be pretty slow.
This the mod as it stands:
It works. I don’t think there are any problems.
Basically, it’s just using standard NATO rounds that have been renamed.
9mm= pistol ammo
44mag= revolver ammo
.223/5.56= light rifle ammo
.308/7.62x51= rifle ammo
50cal= heavy rifle ammo
It should probably be placed at the beginning of the mod load order, since it doesn’t do anything important. Like if you use the vehicle additions pack, load that second, because it’s better to have some item name revert to normal than to have a vehicle part become non-functional.
I tested it with Rivtech / Leadworks stuff still enabled, and they kept things interesting. If you remove those, or if you take energy weapons, the game might seem pretty dull as there aren’t really any rare weapons in gun shops/most sites. Also, if it feels too easy to get guns, you might want to turn down your overall loot spawning… or turn up your zombie spawn rates.
I may go back and genericize military stuff like 40mm grenades, but that’s purely cosmetic since there’s only one type of grenade anyway.