Pistol mod? (Full Version)

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SlickWilhelm -> Pistol mod? (1/2/2009 4:02:04 PM)

Do you modding gurus think it would be easy to make the beginning of the game more like JA2, where pistols are the main armament of both sides? I kind of miss that part of the game. Having assault rifles and SMG's available immediately pretty much relegates the pistols to the waste basket.

Are there more files to edit to accomplish this other than Hired Guns\basis\scripts\logic\weapons.xml?




Bishop746 -> RE: Pistol mod? (1/2/2009 5:30:38 PM)

I dont have any advice on modding or on a pistol mod but I would like to add to what you said about pistol being worthless after automatic rifles and SMGs are available.  Ever since Contra all games have had a bigger, better mentality when it comes to weapons. You only keep the weapon you have until something better comes along and then you ditch your smaller weapons as if they've become obsolete.  Thats not the way it works in the real world.  Pistols have a purpose although its a narrow one.  Close-quarters combat is one area that a player should be able to use his pistol if he desired and the game designers could give a slight advantage to a player armed with a pistol because of its small size and manuevrability.  Pistols, SMGs, some shotguns and some carbines are good CQB weapons.  This advantage in manuevrability over firepower could be put into HG by giving a pistol-armed character a few extra AP's if his target is within 10 meters or they are inside a building.

Sorry for the overblown post that didn't answer your question but game design fasinates me and you brought up a topic that could be addressed.




Reinforce -> RE: Pistol mod? (1/2/2009 7:31:44 PM)

Things as well but be sure you get the right file for the right mode. Also some files have an easy and hard but only the normal one effects all modes. Like Ammo... which damn... I think I just figured out why I couldn't add calibers to the game.

Much Love,
Reinforce




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