So I checked the "Attachments" section in the weaponProperties today.
Apparently, these have the ability to override the "Ammo" section since a line called "magazineUpgradeReplacement"="50" determinates if the attachment gives an extended mag upgrade. This explains why I couldn't give the signature weapons more ammo by editing the "Ammo" section.
Another interesting find: The silencer. Yes, there is a line called "bAttachAtStart" type="Boolean">True/False"</field> (which exists for all weapons). This probably determinates if the attachment is integrated on the weapon from the start. Maybe I can FINALLY SILENCE the AMR >:D >:D >:D (Didn't w@&k for the AMR :-\\, but the line is set to "True" for the Shadow and Vector ;))
:-X
Sounds interesting, GKID :-X
Looking forward to reading the results of your experimentation
I could probably change the default sound for the AMR and replace it with the suppressed one >:D
The sound worked great, the AMR now uses the silenced one >:D Problem is, enemies can still find you :(
:laugh:
That's funny ^-^
More research has to be done, but you've come this far, you'll find the solution sooner or later ;)
I guess another parameter needs to be changed, but I will check it out later. ;) >:D I remember from a FC2 modding thread here that some sound ranges had to be tweaked :-D
Nice w@&k, GKID :-X You'll find a solution as Binn mentioned. I seem to recall a parameter in the FC2 xml that controlled affected what the mercs could hear because the AS50 silent mod worked fine.
Found the solution :-D >:D Had to tweak the "MuzzleStim" parameter :-() :-() :-D :-D
nice one :-X :)
I knew you wuld finally get there :)
+1 for your perseverance :-X ;)
Quote from: Binnatics on July 21, 2015, 10:57:38 AM
I knew you wuld finally get there :)
+1 for your perseverance :-X ;)
X2 :-X
Thank you guys ^-^ :-X