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It won't let me reply directly since Steam is broken but 7.62X51 (A .30 cal) was the old Nato standard before 5.56X45 (A .223 cal roughly) The existing Ak is already a .30 cal assuming it is in 7.62X39.
@plc.reboot
The op seems to want all guns to shoot .30 carbine, a specific .30 caliber seen in some older rifles and handguns, with the values he wants it to have. He's probably hung on how to alter something with the magazine since it says magazine items but Idk as I've never touched the XML files.
The some of the purpose is somewhat for the desire of immersion. In a post apocalyptic world weighing resource consumption performance and the need to simplify logistics having a unified late game ammo. As a side grade for .44 cal .30 cal which is 7.62 x 33 is the same cartridge length as .44 cal but would increase existing magazine size by at least 30% and conversion for the Rifles in game (7.62 x 39) would give even more gains in magazine capacity as well as improving recoil without drastic ballistic losses. The .30 carbine round is a straight cartridge with fewer engineering hurdles.
The final reason I was trying to create this type of mod is to promote server side gun expansions. Having the ability to have more firearm options without having to have highly customized skins that clients have to download. If anything I would like to see TFP use the concept to host additional skins for customizing your guns you craft in game. Overall so much more could be done to enhance some of the game including some reality based nerfs instead of having to add radioactive super zombies.
You are certainly correct that you would get more shots out of a pistol converted from .44 magnum to a .30 round, but that round is smaller than the 9mm that we already have.
I might argue that using a regular 9mm pistol plus an SMG-5 solves all of the problems that you are discussing.
However, if you really just want a mod that converts a weapon to use a different cartridge then I don't think that would be problematic, though I haven't looked at the files yet. I'll get back to you.
I tried this as a test but it doesn't work
<configs>
<append xpath="/item_modifiers">
<item_modifier name="9mmConversion" installable_tags="firingMode,turretRanged" blocked_tags="noMods" type="attachment">
<property name="Extends" value="modGeneralMaster"/>
<property name="UnlockedBy" value="9mmConversionSchematic"/>
<property name="CustomIcon" value="ammo9mmBulletHP"/>
<effect_group tiered="false">
<passive_effect name="Magazine_items" operation="Equals" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
</effect_group>
</item_modifier>
</append>
</configs>
Another fun problem is that the property "Magazine_items" is a property not a passive effect, and to make things even more awesome it is in a named group. Now, I have never made a mod that tried to do what you are trying to do, but I think you'll have to specify that the Magazine_items property that you want to modify in the item question is in the property group named "Action0".