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Q1184

Multiplier in weapon config

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Here is a little piece of code from 2A42 config entry just to know what we're talking about:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class HighROF: LowROF

 {

  burst = 5;

  multiplier = 5;

  displayName = "$STR_DN_MODE_HIGH";

  reloadTime = 0.019;

  sound[] = {"\ca\Weapons\Data\Sound\2A42_loop1",17.7828,1};

  soundContinuous = 0;

 };

From testing i know that multiplier determines the number of rounds that disappear from your magazine when you press the fire button once (in singlefire mode). But from impact points as far as i could see only one entity leaves the barrel. So here are the questions:

Does only 1 bullet leave the barrel in this case? Does it have the same parameters as a normal bullet or is its damage increased in accordance with the multiplier value? And what's the point of this parameter at all if you can just increase your rate of fire (decrease reloadTime)?

Btw i have a suspicion that rates of fire on such weapons as M134 or 2A42  don't actually change when you switch them... Have yet to confirm, but the result of my testing are in favour of it..

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Multiplier just determines how many rounds are removed from your magazine when you press the fire button. It doesn't do anything else; I'm pretty sure it has no effect on damage. I'm thinking of writing a script that spawns extra bullets depending on multiplier, though.

It's used because the minimum reload time is one frame. That means the maximum fire rate is 1200-3600 rounds per minute depending on frame rate. Anything higher than 1200 rounds per minute is just asking for trouble. To get around that for the minigun, it uses multiplier=3 and fires a "three round burst" projectile that does extra damage.

I'm pretty much able to confirm that reloadTime cannot vary between fire modes. The M134 only has one fire rate, regardless of what's in the config. Again, I'm thinking of fixing this in script with the multiplier value.

The 2A42 is completely screwed up. The fire rates are wrong, the burst count is wrong, the damage is wrong... nothing about it is correct. The real fire rates are 200-350 rpm in low and 500-600 rpm in high. The 9000 rpm claim that used to be on Wikipedia and seems to have made it into the game is a joke -- it's a revolver cannon, fer chrissake! (The config actually says it's supposed to be firing at 16000 rpm! Of course, it's actually firing at 315 rpm and consuming ammo as if it were firing at 1600 rpm. crazy_o.gif)

I've been sitting on an addon that fixes every weapon's fire rate, but I haven't released it because it would be labeled a cheat (especially rockets...I put in salvo and ripple modes.). I might release it anyway if I can fix multiple fire rates and multiple barrels.

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Thanks for the info, NWD. So basically selective rates of fire are purely decorative, and multiplier is just a part of a workaround. So much for 650/950 rpm on M240 i tried to implement...

Btw i'm also using a self-made addon that fixes small arms rates of fire lol. I think you should include something like this in your ballistics pack. Let people enjoy 800 rpm on M16A2 instead of 400 biggrin_o.gif

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