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[Mutator] Real Weapons

Trololololololololololo

Grizzled Veteran
May 6, 2010
110
35
Justinas91 and i are developing this mutator together, if you are not a Hardcore player please consider ignore this mod, what it does fully changes the weapons stats, for pure real life data researched and acquired through the web, that means:

*Damage
*Accuracy
*Recoil
*Max Ammo
*Price

I am looking for someone with a lof ot spare time and a microfone (16years old or older) with some knowledge of weapons to help me build correct price balance before releasing the mutator, the weapons will be balanced almost entirely only by Price (while keeping it reasonable and closest to reality as possible), its made to be played on Suicidal with level 4 or 5 perks (perk replacement mutator)

We have implemented the entire ballistic data allready, converted to game value, as following:

-H&K MP7 4.6x30mm 468J 463m/s 950rpm
-Ingram MAC10 9x19mm 643J 368m/s 1090rpm
-Beretta 92G-SD 9x19 643J 368m/s
-Desert eagle .50AP 2200J 470m/s
-*L22a1 9x19mm 667J 940m/s 610rpm (typo, will be updated soon)
-AK47 7.67x39mm 2045J 720m/s 600rpm
-Scar-H Mk17 Mod0 7.62x51mm 3504J 850m/s 625rpm (
-Mk14 Mod0 7.62x51mm 3504J 850m/s
-Winchester .44-40 933J 379m/s
-M3 Benelli 12gauge (245dmg, different psysics approach)
-TOZ-66 10gauge (245dmg different psysics approach)
-AA12 12gauge magnum (286dmg different psysics approach)

There have been so many complex changes, i will list the ones that i remember at this moment:

.Increased AA12 damage compared to regular 12g due to use of 12g Magnum rounds.
.Shotguns have now realistic spread, grouping (20 inch), and range (60 yards).
.Removed penetration of the Shotguns.
.Reduced damage, penetration and headshot bonus for the Crossbow.
.Reduced max ammo carried of Scar and Ak, to realistic 6 magazines plus 1.
.Shotgun headshot bonus changed to 1.2x and 1.5x to Hunting Shotgun)
.Conversion of Hunting Shot(Toz-66) to double barreled rifle 375h&h magnum.

The objective of the mutator, is to make the game much harder, by much higher prices, and to give entire new use to more ammo/attack passive perks like Berserker,Firebug, Demolition and Medic, killing the supremacy of the others and forcing to employ efficient attack methods and ammo saving strategies, you Will want to have a berserker in your team, you Will need a medic and demolition,Headshots will become something important not just a choice (now we will separate the real sharpshooters from perk posers) support specialists as well, Demolition now also have a role in stopping power, as well as the heavy weapons guy, the support specialist (unlike the common belief, shotguns are very bad crowd-mowing weapons, a 9mm pistol in reality would be much more efficient against "Zombies", now he will help only when necessary, by giving Support).

If interested in helping, please contact me, more than 40 hours of work have gone into it and entire weekend, if you do not appreciate the concept of the Mutator please keep the flamming to yourself.

Special Credits do Bejamin and his excellent tutorials
 
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All the auto weapon fire rates are exactly as they are in real life, don't change em.
Edit: I think only 1 may be off a bit for balancing and I think you should bring back the penetration of the shotgun imo

Correct, it was the Ak47, stock 550 should be 600, and no i will not bring back penetration to shotguns if even the assault rifles dont have it, the only weapons now with penetration are the Crossbow and Double barreled rifle.
 
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Just out of curiosity, what is the 16 year old with a microphone for?
Real weapon sounds?

""I am looking for someone with a lof ot spare time with some knowledge of weapons to help me build correct price balance before releasing the mutator"

"please keep the flamming to yourself"

If the line above was not clear enough,my life threatening thread took near 4 hours to be allowed and im having zero help, the only thing i got from kf communities so far was under aged weapon specialist ninjas contacting me to make that MW2 weapon, i am not in the mood.

Vertex based projectile aiming, im not a programmer, i struggled enough to make this simple mutator allready, maybe Justinas91 might know how to do that, but if i knew how i would also make a soundpack and re-texture but also include a whole lot of weapons into the game, none overpowered at all (we already have plenty overpowered) just to give more variety, 3d models animated and textured i have, but really lack programming skills.
 
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I need help to do the following, or at lest the code lines to do:

*Change magazine size of specific weapon.
*Change ammo type for specific weapon.
*Add penetration to non-projectile weapon.
*Remove yellow trace of bullets.

Im quite sure some of these cant be done, but oh well, please help.

MagCapacity located in the main weapon for the magazine size.

Not sure what you mean by ammo type, if you mean damage, then check in the weapon's fire class (DamageMin, DamageMax)

Penetration is extremely hard to do and not even I know the answer to that.

Tracers can be removed in the weapon's attachement class by removing the line mTracer = Classs'KFMod.KFTracer'. If it's a shotgun or crossbow, then thats a bit more complicated.
 
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MagCapacity located in the main weapon for the magazine size.

Not sure what you mean by ammo type, if you mean damage, then check in the weapon's fire class (DamageMin, DamageMax)

Penetration is extremely hard to do and not even I know the answer to that.

Tracers can be removed in the weapon's attachement class by removing the line mTracer = Classs'KFMod.KFTracer'. If it's a shotgun or crossbow, then thats a bit more complicated.

1- Yes, the magazine capacity, thanks.

2-I mean ammo class or type of ammo, like for example if i want to use the Deagle ammo that has penetration, on the M14.
 
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You could try looking in the Deagle's code, look for the part about penetration, and copy it to the M14, maybe? :confused:

(don't take my word on it, I am no coder. :()

I did, but could not find anything about penetration on deagles, even thought it does have penetration, also i could not add the line for penetration of the shotguns, it like the game doesnt allow me to input new lines, just modify current ones (im not programmer).

Anyway, i want you people suggestion on some things:

Should commando only be able to carry 1 rifle (scar/ak/bullpup) instead of 2?

If agree with this, it will be able to carry 6 magazines for each gun, but if you agree to be able to carry only 1 main weapon then it will be 8 or maybe 10 magazines (vote!)

Just to remember, bullpup and ak now have only 30 rounds mags on lvl5/6 perks, and Scar 20 instead of 25, because the mutator is designed to be played with level 5 only perks, and commando weapons are way more powerfull now like it should, Ak47 mows thing down in full auto just like a real one, but gun and ammo prices are far higher as well (like if the perk price discount never existed).
 
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Are you modifying the main code in the KFMod classes? Do you even know how UScript works? Do you even know the basics? The penetration code can be easily taken from the class DeagleFire.uc, just copy everything but the class extends line and default properties into your new gun. Unfortunately the bullet will continuously go through everything and never stop. Shotgun is different for penetration because it fires projectiles and is not a hit-scan based gun like most of the KF weapons (i.e. 9mm, bullpup, scarmk17, ak47, deagle, etc...). I will help with the basics, more than that I cannot promise.
 
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Are you modifying the main code in the KFMod classes? Do you even know how UScript works? Do you even know the basics? The penetration code can be easily taken from the class DeagleFire.uc, just copy everything but the class extends line and default properties into your new gun. Unfortunately the bullet will continuously go through everything and never stop. Shotgun is different for penetration because it fires projectiles and is not a hit-scan based gun like most of the KF weapons (i.e. 9mm, bullpup, scarmk17, ak47, deagle, etc...). I will help with the basics, more than that I cannot promise.

The Default, not made the multiplayer client side things yet, just single player to test, my friend is quite a programmer and i will ask him to do that for me when i finish the data.

UScript? Never heard.

The basics? Struggling to learn a new little thing every day, besides that, No.

Ok i guess i got to give up on adding penetration to other guns as well.

But thats it, im not disappointed on what i was able to do, the annoying feeling i had that there was something wrong with the guns are gone, shotguns dont go through everything anymore while rifles dont, assault rifles are no not underpowered like pistols anymore, the huge discount wall mart prices that allowed everyone to have the best possible weapon and full ammo right on wave 3 or so are gone, the 1 man and 1 shot kill capacity of railgun aka Crossbow over Flesh and Scrake is finnaly gone, and a few other little things.

I hope the consequences bring new importance to Berserker/medic/firebug/demolition... lets say, nomore instant killing fleshpounds and scrakes, nomore extra ammo, now must employ an actual strategy, weld doors to funnel them, place pipe bomb on welded doors for maximum victims, correctly position of firebug to give it room to light them on fire and soften their health, medics should support the now needed bersekers on the front line, and stuff like that.
 
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Crossbow is already being nerfed by the beta. You won't need to do anything in terms of its damage. Penetration can go down to almost zero, though.

One thing that always irks me is that people seem to assume that a crossbow in real life, though not necessarily as "powerful" as a gun is not just as deadly. Crossbows fire long, heavy, sharp projectiles that have a lot of mass energy behind them. Bolts tend to either go straight through soft objects (like your head) or bury themselves a foot into whatever semi-tough things they hit. They may not cause cavitation or explosive billowing shrapnel inside wounds, but getting hit by one is deadly just by the virtue of having a foot long metal spike lodged in your brain case. Crossbows in the Renaissance and before were powerful enough to punch through plate armor.

What we basically have here is the common problem of "http://tvtropes.org/pmwiki/pmwiki.php/Main/AnnoyingArrows". Crossbows don't fling cardboard tubes at five miles an hour and they are not toys.

Admittedly, we are discussing genetically enhanced super soldier mutants. But they can't live (long) without their brains either.

You might want to greatly reduce recoil on the AA12, as in real life it has virtually no recoil at all.
 
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I have a good idea of the damage a crossbow can do, even thought its a long piece of metal, it must be nowhere near what just 3 shots of 7,62 can do, FMJ will tumble and "explode" in organic targets, plus splitting in 2 or more separate projectiles, and unlike the Xbow it will leave a open hole to bleed etc, being so i would have to make the rifles just as capable, and like i said, i will greatly reduce the headshot bonus, from 1 shot kill to around 3.

OK i will consider reducing the recoil a little, but not too much, i want to maintain the bit of skill involved to shoot automatic weapons.
 
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