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old Editing weapon values and stats

Rapidgame7
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Is there any way, be it using the console or Lua scripts, to edit every single aspect of a weapon?

With aspect I mean:
List of "aspects" >


I do not want to create a weapon, no, only modify them to make the gameplay more interesting.



I've been searching through the forums and into the help section of the game webpage, with no luck, except for the weapon damage.

Is there something that I might be missing or didn't look enough or there is currently no viable way to mess with the weapons?

old Re: Editing weapon values and stats

Alistaire
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• Damage per hit is currently editable with cs2d cmd mp_wpdmg
• Accuracy requires fake weaponry**
• Price can be changed with the cs2d lua hook buy hook, adding and removing id's money based on weapon
• Rate of fire requires fake weaponry**
• Weight can be changed by using cs2d cmd speedmod on a player based on cs2d lua cmd playerweapons
• Maximum ammo can be changed using a system which keeps track of ammo and modifies cs2d lua hook reload, ammo count using cs2d cmd setammo and such. Ammo count's HUD image can be made invisible to help with this
• Ammo on pickup using cs2d lua hook walkover you can modify the id of the item you walk over with cs2d cmd setammo
• Clip size same as Maximum ammo, you'll have to keep track of the ammo count yourself
• Projectile speed I'm sure this is impossible with cs2d cmd spawnprojectile, but you could use cs2d lua cmd image and cs2d lua cmd tween_move to simulate a projectile and the tween can change move speed indirectly
• Projectile aiming mode same as Projectile speed, use custom fake projectiles for this
• Projectile distance limit cs2d cmd spawnprojectile you can change the flydist or make your custom projectiles to do about the same
• Projectile bounciness custom projectiles are the only way if you want non-bouncing projectiles to bounce. You can detect when a bouncing projectile hits a wall and explode it, probably
• Explosion range and power is easy; cs2d cmd explosion and cs2d cmd freeprojectile before/on impact so it doesn't explode itself and the explosion does the work instead
• Projectile explosion range and power same as Explosion range and power
• Range of action not really possible, but you can simulate a molotov's fire and cs2d cmd freeprojectile then cs2d cmd effect with effect "fire"
• Time limit of action use a cs2d lua cmd timer at the start of the action, save an effect's name or something you save in a custom table and every second call everything in the table to call all the effects that are currently going on then at the end of the timer remove the table entry as to remove the effect from the world
• Mp_buymenu well that's already possible with cs2d cmd mp_buymenu
• Description in the buy menu not possible to change this
• Held in inventory you can choose exceptions and cs2d lua hook walkover return 1 when an item matches the exception

** file cs2d [EngiN33R] Custom Weapons for example does this
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