Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: extent of modding possible for ranged weapons  (Read 626 times)

pastafriend

  • Bay Watcher
    • View Profile
extent of modding possible for ranged weapons
« on: August 12, 2016, 10:58:36 am »

So, I'm currently trying to make some more ranged weapons. As changing the rate of fire is currently still impossible (?), I'm seeing if I can make some weapons more effective vs armored/unarmored opponents, to make ranged weapons as varied in application as melee weapons. The attack specified in item_ammo, however, only specifies the melee attack that can be done with the ammo. So I was wondering if anybody knows more about this/has some tips?
Logged

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: extent of modding possible for ranged weapons
« Reply #1 on: August 12, 2016, 03:56:56 pm »

The attack specified in item_ammo, however, only specifies the melee attack that can be done with the ammo. So I was wondering if anybody knows more about this/has some tips?
Actually, only the prepare and reload bits only affect melee attacks on the ammo. The penetration values actually matter for the shots.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?