I've messed with it. It's kinda simple really.
I took the sniper rifle, and the ammo type/projectile uses darts. Velocity, damage and range of projectiles have been increased. You actually have to use the scopes BDC reticle at further ranges.
I also made a Demolitions weapon, like a multiple grenade launcher/MGL.
Basically it's the auto shotgun model that uses Bio Baton Rounds, and 20mm grenades as a secondary ammo type, and wp rockets as a third.
Bio baton rounds are basically reskined Greasel spit that explode on contact/gradually deliver damage until the target is unconscious. Velocity and such have been adjusted.
Code: Select all
//=============================================================================
// DartRiflePoison.
//=============================================================================
class DartRiflePoison expands DartPoison;
defaultproperties
{
speed=8000.000000
MaxSpeed=7000.000000
Damage=15.000000
MyDamageType=Poison
ImpactSound=Sound'DeusExSounds.Generic.GlassHit2'
CollisionRadius=5.000000
CollisionHeight=0.800000
bFixedRotationDir=True
}
Code: Select all
//=============================================================================
// RifleFlareDart.
//=============================================================================
class RifleFlareDart expands DartFlare;
defaultproperties
{
speed=8000.000000
MaxSpeed=7000.000000
CollisionRadius=5.000000
CollisionHeight=0.800000
}
//=============================================================================
// RifleDart.
//=============================================================================
class RifleDart expands Dart;
defaultproperties
{
speed=8000.000000
MaxSpeed=7000.000000
CollisionRadius=5.000000
CollisionHeight=0.800000
}
Code: Select all
//=============================================================================
// BioBaton.
//=============================================================================
class BioBaton expands GreaselSpit;
defaultproperties
{
speed=8000.000000
MaxSpeed=8000.000000
Damage=25.000000
MomentumTransfer=1000
SpawnSound=Sound'DeusExSounds.Weapons.AssaultGunFire20mm'
ImpactSound=Sound'DeusExSounds.Generic.SmallExplosion1'
ExplosionDecal=Class'DeusEx.AmbrosiaPool'
Rotation=(Pitch=20)
Style=STY_Normal
Texture=Texture'DeusExDeco.Skins.AlarmLightTex5'
Mesh=LodMesh'DeusExItems.HECannister20mm'
DrawScale=1.500000
LightType=LT_Steady
LightEffect=LE_NonIncidence
LightBrightness=80
LightHue=61
LightSaturation=50
Mass=25.000000
}
Pretty much stuff like that can be created based off of prior classes.
Fun fact you can make fire ammo fairly easy by extending the "Dragon" class. Just make sure projectiles don't spawn when fired. This will allow the actual hit scan weapon to set objects/people on fire.
I usually change all of Deus Ex's shotguns to have this property. I also make pump shotguns have a firerate x5 to be more like other shooting games.
Could make bullets similar to bio batons. Makes sense in Deus Ex's universe. Let's just say the ammunition uses nano machines that expose a target once a "polymer" bullet makes contact with a target and breaks open.