XCOM 2
[Vanilla] AK-47
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∑3245  [Разработчик] 24 мая. 2016 г. в 10:18
General Feedback Thread
This thread purpose is to provide feedback, whether its good or bad, so that I can improve this mod and future releases. Rules apply here.

THIS IS NOT THE THREAD TO SUGGEST WHAT WEAPON I DO NEXT.

Bugs go to the other thread.
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Сообщения 17 из 7
Great model as always and good choice of attachments.

I like the sounds better than vanilla though I do feel most of the Black Ops sounds are tinny - they sound a bit like popguns, the M14 in particular, rather than having the cracks, snaps and reverb I'd expect from a weapon. Still, much better than vanilla, though.
∑3245  [Разработчик] 25 мая. 2016 г. в 20:17 
Автор сообщения: Beagle
Great model as always and good choice of attachments.

I like the sounds better than vanilla though I do feel most of the Black Ops sounds are tinny - they sound a bit like popguns, the M14 in particular, rather than having the cracks, snaps and reverb I'd expect from a weapon. Still, much better than vanilla, though.

Yeah, I agree. It's a limitation for using Unreal's built in sound engine instead of using WWise. I had to use mono instead of stereo, since it causes problems with people playing XCOM 2 with other operating systems.

Who knows, maybe one of these days, I'll figure out how to use WWise.
is there any way to make the model bigger and fix the weird cupping thing the guys do when holding it? If so thnx a bunch m80 if not. That's okay thanks 4 gr8 mod
∑3245  [Разработчик] 12 июн. 2016 г. в 9:51 
Автор сообщения: toxichazza
is there any way to make the model bigger and fix the weird cupping thing the guys do when holding it? If so thnx a bunch m80 if not. That's okay thanks 4 gr8 mod

I don't think I'll resize the model, in fact, resizing the model will make the clipping issue worse. I don't know how I'll fix the issue, probably re-making all of the animations would be the solution.
∑3245  [Разработчик] 21 авг. 2016 г. в 12:24 
Автор сообщения: Glow
Hi. Thank you for this nice AK mod, I have good fun with it.

About resizing model: I read in A41 pulse rifle mod that this help to solve the issue with hands.

I've a question: how to use buff/debuff for AK47?
I found in a file XComConfig_S79AK47_Modifiers.ini :

;You can buff/debuff the AK47 in the following fields. S79AK47_MOBILITY = 0 ; Can I put here penalty -1 or 1 for a buff? S79AK47_MOBILITY_MG = 0 S79AK47_MOBILITY_BM = 0 S79AK47_REACTIONFIRE = 0 ; What's the scale here? How to use fractures? S79AK47_REACTIONFIRE_MG = 0 S79AK47_REACTIONFIRE_BM = 0 S79AK47_DETECTIONRADIUS = 0 S79AK47_DETECTIONRADIUS_MG = 0 S79AK47_DETECTIONRADIUS_BM = 0

How shoud I read those values?
I found that for a Soldier mobility:
Base = 12
Low mobility = 11
High mobility = 13

1) So +1 to mobility is equal to 1 field on map or 3 like it was in XCOM:EU, right?

2) How to use fractures? If for example I want to have 50% buff for mobility and 30% reaction fire can I use somthing like this:

S79AK47_MOBILITY = 0.5
S79AK47_REACTIONFIRE = 0.3

Thx

If I remember correctly, it uses integers (1, -2, 3, -4, 5, etc.). Numbers with decimals, square roots, fractions (1.1, 1.2, 1.3, 1.4, 1.5, etc) don't work. You can use positive and negative numbers for this.
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