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(A20) Snufkin Weapons Xpansion


arramus

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This is a tricky problem that the original creator had trouble with.

 

It appears the weapons have some hard coding for some of the weapon mods.

The reflex mod has many different types now for all of the weapons. It appears the default is the one used on the Assault Rifle.

 

The weapon mods placements are governed by the item_modifiers. Weapons have their reflex mod added 'manually' so it fits well on the gun and has a little zoom if necessary for the model.

 

As we see in game, the assault rifle has this one.

20220807172937_1.thumb.jpg.c2e8b508dd42712f53fd671eaefe24be.jpg

 

And the SMG is given this one.

20220807170113_1.thumb.jpg.402e061a8975db4a5034135082f3a8dc.jpg

 

And many other weapons have their own new default types as well from A20.

 

The PP Bison is given this one (when it is hooked up to the item_modifiers so it can appear).

20220807180259_1.thumb.jpg.5e7d26a5068188781009be70e8c132c4.jpg

 

Which appears to be slightly out of its targetting with the holo mark a bit below.

20220807180305_1.thumb.jpg.ef94a9e10365d0ddad4314b4c885293c.jpg

 

For the silencer, the original creator used a cosmetic method where the silencer model mesh is attached to the weapon mesh rather than just attached as a mod.

 

If the Reflex Sight is hooked up to the PP it will not appear in regular game play.
If the player goes to F5 for 3rd person and then P for camera mode and then P again to turn off camera mode and then back to 1st person, the Reflex Sight may magically appear as this image shows, but using the 'wrong' Reflex Sight mod model which is why it looks offset.

 

A creator could potentially add the Reflex Mod just as the silencer is added using a cosmetic prefab attachment method. However, it requires looking deeper into the game code to find the most appropriate Reflex Mod model. The same could apply for the Scope model.

 

 

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  • 2 months later...
On 8/7/2022 at 10:13 AM, arramus said:

This is a tricky problem that the original creator had trouble with.

 

It appears the weapons have some hard coding for some of the weapon mods.

The reflex mod has many different types now for all of the weapons. It appears the default is the one used on the Assault Rifle.

 

The weapon mods placements are governed by the item_modifiers. Weapons have their reflex mod added 'manually' so it fits well on the gun and has a little zoom if necessary for the model.

 

As we see in game, the assault rifle has this one.

20220807172937_1.thumb.jpg.c2e8b508dd42712f53fd671eaefe24be.jpg

 

And the SMG is given this one.

20220807170113_1.thumb.jpg.402e061a8975db4a5034135082f3a8dc.jpg

 

And many other weapons have their own new default types as well from A20.

 

The PP Bison is given this one (when it is hooked up to the item_modifiers so it can appear).

20220807180259_1.thumb.jpg.5e7d26a5068188781009be70e8c132c4.jpg

 

Which appears to be slightly out of its targetting with the holo mark a bit below.

20220807180305_1.thumb.jpg.ef94a9e10365d0ddad4314b4c885293c.jpg

 

For the silencer, the original creator used a cosmetic method where the silencer model mesh is attached to the weapon mesh rather than just attached as a mod.

 

If the Reflex Sight is hooked up to the PP it will not appear in regular game play.
If the player goes to F5 for 3rd person and then P for camera mode and then P again to turn off camera mode and then back to 1st person, the Reflex Sight may magically appear as this image shows, but using the 'wrong' Reflex Sight mod model which is why it looks offset.

 

A creator could potentially add the Reflex Mod just as the silencer is added using a cosmetic prefab attachment method. However, it requires looking deeper into the game code to find the most appropriate Reflex Mod model. The same could apply for the Scope model.

 

 

The lever action has the best default of all the red dots I think, its nuts that thing! :D

Just on the below, what are 'boss loot drops'?  I'm trying to configure this atm to include on the server but want to understand where they drop exactly and if they will catch all the custom zombies and things also cheers

    </append>
    <append xpath="/lootcontainers/lootcontainer[@id='73']"> <!--Boss Dropped Loot-->
        <item name="GreenTicket" prob=".33"/>
        <item name="YellowTicket" prob=".1"/>
        <item name="RedTicket" prob=".01"/>
        <item name="PurpleTicket" prob=".0075"/>
    </append>
    <append xpath="/lootcontainers/lootcontainer[@id='71']"> <!--Strong Zombie Dropped Loot-->
        <item name="GreenTicket" prob=".33"/>
        <item name="YellowTicket" prob=".1"/>
        <item name="RedTicket" prob=".01"/>
    </append>
    <append xpath="/lootcontainers/lootcontainer[@id='70']"> <!--Regular Zombie Dropped Loot-->
        <item name="GreenTicket" prob=".33"/>
        <item name="YellowTicket" prob=".1"/>
    </append>
    <append xpath="/lootcontainers/lootcontainer[@id='61']"> <!--Buried Loot Treasure Chest-->
        <item name="GreenTicket" prob=".33"/>
        <item name="YellowTicket" prob=".1"/>
        <item name="RedTicket" prob=".015"/>
        <item name="PurpleTicket" prob=".01"/>
    </append>
    <append xpath="/lootcontainers/lootcontainer[@id='7']"> <!--Gun Safe-->
        <item name="GreenTicket" prob=".33"/>
        <item name="YellowTicket" prob=".1"/>
        <item name="RedTicket" prob=".015"/>
        <item name="PurpleTicket" prob=".01"/>
    </append>
    <append xpath="/lootcontainers/lootcontainer[@id='6']"> <!--WallSafe / DeskSafe-->
        <item name="GreenTicket" prob=".33"/>
        <item name="YellowTicket" prob=".1"/>
        <item name="RedTicket" prob=".01"/>
        <item name="PurpleTicket" prob=".0075"/>
    </append>    

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2 hours ago, RAGE PVE said:

The lever action has the best default of all the red dots I think, its nuts that thing! :D

Just on the below, what are 'boss loot drops'?  I'm trying to configure this atm to include on the server but want to understand where they drop exactly and if they will catch all the custom zombies and things also cheers

    </append>
    <append xpath="/lootcontainers/lootcontainer[@id='73']"> <!--Boss Dropped Loot-->
        <item name="GreenTicket" prob=".33"/>
        <item name="YellowTicket" prob=".1"/>
        <item name="RedTicket" prob=".01"/>
        <item name="PurpleTicket" prob=".0075"/>
    </append>
    <append xpath="/lootcontainers/lootcontainer[@id='71']"> <!--Strong Zombie Dropped Loot-->
        <item name="GreenTicket" prob=".33"/>
        <item name="YellowTicket" prob=".1"/>
        <item name="RedTicket" prob=".01"/>
    </append>
    <append xpath="/lootcontainers/lootcontainer[@id='70']"> <!--Regular Zombie Dropped Loot-->
        <item name="GreenTicket" prob=".33"/>
        <item name="YellowTicket" prob=".1"/>
    </append>
    <append xpath="/lootcontainers/lootcontainer[@id='61']"> <!--Buried Loot Treasure Chest-->
        <item name="GreenTicket" prob=".33"/>
        <item name="YellowTicket" prob=".1"/>
        <item name="RedTicket" prob=".015"/>
        <item name="PurpleTicket" prob=".01"/>
    </append>
    <append xpath="/lootcontainers/lootcontainer[@id='7']"> <!--Gun Safe-->
        <item name="GreenTicket" prob=".33"/>
        <item name="YellowTicket" prob=".1"/>
        <item name="RedTicket" prob=".015"/>
        <item name="PurpleTicket" prob=".01"/>
    </append>
    <append xpath="/lootcontainers/lootcontainer[@id='6']"> <!--WallSafe / DeskSafe-->
        <item name="GreenTicket" prob=".33"/>
        <item name="YellowTicket" prob=".1"/>
        <item name="RedTicket" prob=".01"/>
        <item name="PurpleTicket" prob=".0075"/>
    </append>    

The boss (Demolisher/Snufkin), strong (special/feral), and regular all drop their red/blue/yellow loot bags periodically. They will all be caught and this is the relationship to that code. These values are for A19 and need an update as items are being added directly to lootcontainers which is not the way things are added for A20. It was not going to be updated for A20 as certain parts were no longer functional. It'll be given more consideration for A21.

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  • 3 weeks later...

Just in snufkins weapon xpansion there is a quad shotgun that is meant to dispense 4 shells at once but its misfiring and its more like 1-3 shells instead is there anything to force the 4 shells to dispense properly?

This is on action 1 - tried various numbers but same result, any ideas how to force 4 shots at one like it should? If you hold the button down it does dispense but not only on one button press 

 

xml
 <item name="QuadShotgun"><!--Shotgun with secondary ability to fire 4 shots at once (entire magazine). Big kick when firing.-->
      <property name="ItemTypeIcon" value="star"/>
      <property name="CustomIcon" value="gunShotgunT1DoubleBarrel"/>
      <property name="CustomIconTint" value="180,180,255"/>
      <property name="DescriptionKey" value="QuadShotgunDesc"/>
      <property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shotgun,shortRange,barrelAttachments,noSilencer,sideAttachments,stock,bottomAttachments,attStrength,perkBoomstick,doubleBarrel,canHaveCosmetic"/>
      <property name="DisplayType" value="rangedShotgun"/>
      <property name="HoldType" value="56"/>
      <property name="Meshfile" value="#Other/Items?Weapons/Ranged/DoubleBarrelShotgun/doubleBarrelShotgunPrefab.prefab"/>
      <property name="Material" value="MShotgunParts"/>
      <property name="Weight" value="4"/>
      <property name="RepairTools" value="resourceRepairKit"/>
      <property name="DegradationBreaksAfter" value="false"/>
      <property name="SoundJammed" value="weapon_jam"/>
      <property name="Attachments" value="meleeToolFlashlight02"/>
      <property name="CrosshairOnAim" value="false"/>
      <property name="CrosshairUpAfterShot" value="true"/>
      <property name="Sound_Sight_In" value="rifle_sight_in"/>
      <property name="Sound_Sight_Out" value="rifle_sight_out"/>
      <property name="LightSource" value="lightSource"/>
      <property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
      <property name="AttachmentFlashlight" value="meleeToolFlashlight02"/>
      <property name="Group" value="Ammo/Weapons"/>
      <property name="RepairExpMultiplier" value="10.8"/>
      <property name="LightValue" value=".45"/>
      <property name="EconomicValue" value="500"/>
      <!--<property name="UnlockedBy" value="perkBoomstick"/>-->
      <property name="ShowQuality" value="true"/>
        <property name="SellableToTrader" value="false"/>
      
      <property class="Action0">
        <property name="Class" value="Ranged"/>
        <property name="Delay" value=".5"/>
        <property name="Magazine_items" value="ammoShotgunShell,ammoShotgunSlug,ammoShotgunBreachingSlug"/>
        <property name="Reload_time" value="2.6"/>
        <property name="Sound_start" value="shotgundb_fire"/>
        <property name="Sound_repeat" value=""/>
        <property name="Sound_end" value=""/>
        <property name="Sound_empty" value="dryfire"/>
        <property name="Particles_muzzle_fire" value="gunfire_doublebarrel"/>
        <property name="Particles_muzzle_fire_fpv" value="gunfire_doublebarrel_fpv"/>
        <property name="Particles_muzzle_smoke" value="gunfire_smoke"/>
        <property name="Particles_muzzle_smoke_fpv" value="gunfire_smoke_fpv"/>
        <property name="ScopeOffset" value="-.00062,.088,.065"/>
        <property name="SideOffset" value="0,0,0"/>
        <property name="BarrelOffset" value="0,0,0"/>
        <requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
      </property>
      

 

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15 hours ago, RAGE PVE said:

Just in snufkins weapon xpansion there is a quad shotgun that is meant to dispense 4 shells at once but its misfiring and its more like 1-3 shells instead is there anything to force the 4 shells to dispense properly?

This is on action 1 - tried various numbers but same result, any ideas how to force 4 shots at one like it should? If you hold the button down it does dispense but not only on one button press 

 

xml
 <item name="QuadShotgun"><!--Shotgun with secondary ability to fire 4 shots at once (entire magazine). Big kick when firing.-->
      <property name="ItemTypeIcon" value="star"/>
      <property name="CustomIcon" value="gunShotgunT1DoubleBarrel"/>
      <property name="CustomIconTint" value="180,180,255"/>
      <property name="DescriptionKey" value="QuadShotgunDesc"/>
      <property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shotgun,shortRange,barrelAttachments,noSilencer,sideAttachments,stock,bottomAttachments,attStrength,perkBoomstick,doubleBarrel,canHaveCosmetic"/>
      <property name="DisplayType" value="rangedShotgun"/>
      <property name="HoldType" value="56"/>
      <property name="Meshfile" value="#Other/Items?Weapons/Ranged/DoubleBarrelShotgun/doubleBarrelShotgunPrefab.prefab"/>
      <property name="Material" value="MShotgunParts"/>
      <property name="Weight" value="4"/>
      <property name="RepairTools" value="resourceRepairKit"/>
      <property name="DegradationBreaksAfter" value="false"/>
      <property name="SoundJammed" value="weapon_jam"/>
      <property name="Attachments" value="meleeToolFlashlight02"/>
      <property name="CrosshairOnAim" value="false"/>
      <property name="CrosshairUpAfterShot" value="true"/>
      <property name="Sound_Sight_In" value="rifle_sight_in"/>
      <property name="Sound_Sight_Out" value="rifle_sight_out"/>
      <property name="LightSource" value="lightSource"/>
      <property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
      <property name="AttachmentFlashlight" value="meleeToolFlashlight02"/>
      <property name="Group" value="Ammo/Weapons"/>
      <property name="RepairExpMultiplier" value="10.8"/>
      <property name="LightValue" value=".45"/>
      <property name="EconomicValue" value="500"/>
      <!--<property name="UnlockedBy" value="perkBoomstick"/>-->
      <property name="ShowQuality" value="true"/>
        <property name="SellableToTrader" value="false"/>
      
      <property class="Action0">
        <property name="Class" value="Ranged"/>
        <property name="Delay" value=".5"/>
        <property name="Magazine_items" value="ammoShotgunShell,ammoShotgunSlug,ammoShotgunBreachingSlug"/>
        <property name="Reload_time" value="2.6"/>
        <property name="Sound_start" value="shotgundb_fire"/>
        <property name="Sound_repeat" value=""/>
        <property name="Sound_end" value=""/>
        <property name="Sound_empty" value="dryfire"/>
        <property name="Particles_muzzle_fire" value="gunfire_doublebarrel"/>
        <property name="Particles_muzzle_fire_fpv" value="gunfire_doublebarrel_fpv"/>
        <property name="Particles_muzzle_smoke" value="gunfire_smoke"/>
        <property name="Particles_muzzle_smoke_fpv" value="gunfire_smoke_fpv"/>
        <property name="ScopeOffset" value="-.00062,.088,.065"/>
        <property name="SideOffset" value="0,0,0"/>
        <property name="BarrelOffset" value="0,0,0"/>
        <requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
      </property>
      

 

In Single Player all 4 shots are being fired in a burst. This is the Action 1 mechanism the original creator opted to use with a Cvar triggered effect.

This was consistent on about 60 attempts.

				<triggered_effect trigger="onSelfPrimaryActionStart" action="ModifyCVar" cvar="$quadburst" operation="set" value="1"/>
				<triggered_effect trigger="onSelfSecondaryActionStart" action="ModifyCVar" cvar="$quadburst" operation="set" value="4"/>
				<passive_effect name="BurstRoundCount" operation="base_set" value="@$quadburst"/>
				<passive_effect name="MagazineSize" operation="base_set" value="4"/>

 

I went from 750 shells to 492 with a few single shell shots in there for comparison. It was possible to see the count down for shells to drop from 4 to 0 sequentially which infers that burst is being fired individually rather than all 4 at once. There were no misfires. This may well be an issue with online game play due to syncing and netcoding.

8qflBLc.jpg

The more orthodox method for burst fire would be to replace the above with:

 

        <passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkBoomstick"/>

        <passive_effect name="MagazineSize" operation="base_set" value="4" tags="perkBoomstick"/>

with the perkBoomstick tags removed or left depending on preference. I am not sure why the creator opted for using the CVar method. Something your community may want to test as an alternative.

It's always very helpful to refer to existing possibilities, as with the double barrel on occasions like this where they exist as an alternative.

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  • 5 months later...
1 hour ago, Shadessa said:

I have the weapons mod and the loot ticket mod installed, when I place the ticket converter loot machine, it doesnt do anything when I press E, no menu etc

 

Is there something I need to change?

 

I can confirm that the Loot Box Machine was accessible for A20.7(b1) with the E key, able to convert tickets to Loot Boxes, and then allow Loot Boxes to convert to weapons.
w54OMSi.jpg

kAwAJAs.jpg

There are occasions where using a custom UI mod or other mod which changes the interface in any way can overwrite the code for this mod and remove the interface for interacting with the Loot Box Machine.
On such occasions, renaming the Snufkins folder to ZSnufkins can allow it to load last (as long as nothing is further into the alphabet, since they load in alphabetical order). Those that load last take precedence.

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  • 1 month later...

It is on the list, as is the server side vehicles. The vehicles no longer accept changes and attachments even though they function appropriately. It has been reported as a potential bug ,since another mod uses the same system, but it may well be intended. We'll just have to see what TFP decide to do.

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We have started to check on how things have changed for A21. A lot has been removed, updated, or overhauled. It is going to be quite a lengthy process and some things may never be the same again simply because the assets no longer exist. We shall see what can be patched together.

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On 6/23/2023 at 2:27 PM, arramus said:

We have started to check on how things have changed for A21. A lot has been removed, updated, or overhauled. It is going to be quite a lengthy process and some things may never be the same again simply because the assets no longer exist. We shall see what can be patched together.

Thanks Arramus, this is by far one of the best mods, we have actually done a fair amount of work overhauling the balance of the weapons to this pack also but the weapons were brilliant, things like the Kronos, Vulcan, Crimson and more were loads of fun.  And ofc the loot machines, we made very good use of those and the tickets.  In terms of damage per minute dealt per weapon I had it like this:

Vulcan
Newcomen
Kronos XII
QuadShotgun
Railgun
PP-19 Bizon
Oakraven X11
Dre X3
Crossbow Mag
DCLXVI Zeus
Savery
CrimsonHunter

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  • 2 weeks later...
44 minutes ago, RAGE PVE said:

any thoughts @arramus?

I recall you pulled me into a Discord group chat and shared an excel breakdown of how the weapons had been listed based on a multitude of determining factors.
Since a lot of these weapons were created by Snufkin, it was not my place to change any features or comment in too much detail since I agreed to maintain the mod as close to its original form as possible. It is an eclectic mix of weapons and I don't think too much detail went into balancing them. In fact Snufkin clearly outlined their experimental nature. As such, how they are customised individually for each community is very much within the scope of how Snufkin wanted them used and I'm sure he would be all for it.

 

As for progress on this mod, only 3 weapons (Brainsaw, Zeus, and Savery) are in a fully functional state since A21 has removed or changed a lot of assets from the previous build.

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On 7/9/2023 at 4:26 PM, arramus said:

I recall you pulled me into a Discord group chat and shared an excel breakdown of how the weapons had been listed based on a multitude of determining factors.
Since a lot of these weapons were created by Snufkin, it was not my place to change any features or comment in too much detail since I agreed to maintain the mod as close to its original form as possible. It is an eclectic mix of weapons and I don't think too much detail went into balancing them. In fact Snufkin clearly outlined their experimental nature. As such, how they are customised individually for each community is very much within the scope of how Snufkin wanted them used and I'm sure he would be all for it.

 

As for progress on this mod, only 3 weapons (Brainsaw, Zeus, and Savery) are in a fully functional state since A21 has removed or changed a lot of assets from the previous build.

Yeah each server is different some wont mind the OP nature of things at times.  Oh thats a shame alot of those assets have gone!  The newcomin, kranos were my favourites 

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  • 1 month later...
10 hours ago, arramus said:

Hey Old Crow. A20 isn't really going to be touched from hereon unless there is a critical bug. Sorry about that. If this post is for A21, the link is here.

 

 

Ah, sorry! I didn't notice I was in the wrong thread. Thanks!

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