S W A T 3 M O D H Q |
DATA FILE INFORMATION - CLOSE WINDOW WHEN FINISHED |
Ammodefs.dat
Function
To provide ballistic data and graphics linkage to ammunition types within the game.
Format
Ammodefs.dat is a tabulated file that is split into three sections. You may add as many ammo types as you want, but be sure to keep the name of the ammo the same in all three sections, and be sure to add all relevant data. The three sections are AmmoDefs, AmmovsBody, AmmovsMaterials.
AmmoDefs
This section consists of general ammunition information. The fields and their descriptions are:
AmmoType |
The name of the ammunition referenced throughout the table. Be sure, if adding ammunition, to keep this field the same in all three sections. |
PointBlank |
This is a force multiplier that activates if the bullet passes through a solid at point blank range. Raise above 1 to give the round a force boost if hitting at point blank range. |
APPercent |
This is the percentage of armor effectiveness that is removed by the current ammo type. Another way of looking at it is how much the effect of armor is negated when this bullet hits it. After the removal, then the armor acts on the bullet, slowing it down. You may set this high for armor-piercing rounds such as the .223 FMJ, or you may set it low or even negative for rounds that penetrate poorly or are designed to not penetrate at all, like the Less-Than-Lethal rounds. |
IsLTL |
This is a flag that is set to 1 if the particular ammo type is a less-than-lethal round. Set to 0 if otherwise. |
IsBreaching |
This is a flag that is set to 1 if the particular ammo is a breaching round that can open doors. Set to 0 if otherwise. |
IsBuckshot |
This is a flag set to 1 if the particular ammo possesses a buckshot spread pattern. Set to 0 if otherwise. |
MuzzleVel |
This the standard muzzle velocity, in feet per second, that this ammo has. The higher the velocity, the more able it is to punch through material. |
SoundVolume |
This is a percentage modifier that can scale the volume of the gunshot sound up or down when the weapon is fired. Set to above 100 to amplify the sound, below 100 to soften the sound. |
Name |
This is the name shown in the user interface when referring to the ammo. This is the ammo's full name. |
Ammo vs Body
This table lists all of the ammo types down the side, all of the body parts that can be affected by ammo across the top, and each of the tables' entries contains a specially-formatted string that determines damage on one part of the body by a particular style of ammo.
The format of the string is as follows (% health, % skill, woundsize)
% health |
The percentage of health lost by the character hit in this location. |
% skill |
The percentage of skill lost by the character hit in this location. Skill affects character marksmanship. |
woundsize |
This is the graphic displayed on the character upon receiving a hit in this location. You may choose "large", "small", or "ltl" (less than lethal). |
Ammo vs Materials
The final table lists the penetration strengths of the ammo types against a variety of materials. Across the top of the table are all of the types of materials present in SWAT3. Across the left hand side of the table are all of the ammunition types. The format for each of the fields is as follows:
(% velocity loss, entry_decal, exit_decal)
% velocity loss |
This is the percentage of the bullets' velocity that is lost per 1" of this material penetrated. For instance, if this were 25, then the bullet would lose 25% of its' velocity for every 1" of this material it penetrated. |
entry_decal |
This is a decal reference name from sprites.dat that refers to the sprite that will be displayed on the surface where the bullet entered the material. |
exit_decal |
This is a decal reference name from sprites.dat that refers to the sprite that will be displayed on the surface where the bullet exited the material. |
The decal reference names are from sprites.dat or missionsprites.dat. In the case of the "liquid" entry: (20,splash,0) for 9mmHP, the entry_decal is an animated sprite. This is allowed.