Volcanoids

Volcanoids

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Technical weapon modding guide
By Captain
This guide has instructions for adjusting the values and improving the ammunition of modded weapons.
Each weapon in the game has an element of values, where you can set a trigger of parameters and your ammo will be more believable.
   
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General
Each handgun (does not apply to turrets) has two components "Weapon Reloader Ammo" and "Ammo definition" in it.

If the weapon takes ammunition, it fires.
Video tutorial
To simplify your work, we have prepared a video tutorial for you

Volcanoids - weapon ammo modding


Don't forget to put the bullet material as "Standart Projection"














- It - important to switch to "Standard Projection" for the emissivity effect to work in the game

Weapon reloader ammo
This component is located in the main game object of the weapon.




























It is a list of definitions of what ammunition can be used for a given weapon. If you want to add some type of ammunition (Ammo definition) you have to insert the "Ammo Definition" component.

Important boxes
  • Ammo capacity -> how many bullets are in the magazines.
  • Reload Time -> recharging time between magazines.
Ammo definition
It is a component for setting the parameters of the projectile directly. Because if you just change the model of the weapon without changing the "Ammo Definition" the weapon will only look different but the features will be the same.



























Component basic boxes:
  • Name - Name (must be unique)
  • Localization ID - the best for moders is to write a dot here
  • Localization comment - the best for moders is to write a dot here
  • Description - Title of ammo
  • Category - Ammunition category, you can change by clicking on the dot with the ring and select from the menu
  • Stats - none

Ammo Stats:
  • Item - none
  • Damage - weapon damage (how many projectile will HP take)
  • Damage type - property listed in the menu
  • Spread - weapon spread angle in degrees
  • Projectile count - number of projectiles per second
  • Projectile prefab - programmable projectile with model
  • Rate Of Fire - number of shots per second
  • AI Minimum Range - only for Cogs NPC
  • AI Accuracy Spread - only for Cogs NPC
  • Effective range - distance which weapon delivers full damage
  • Range - distance - which weapon delivers reduced damage
  • Damage At Range mult - damage multiplier at range beyond
  • Muzzle Velocity - determines projectile speed
  • Gravity Factor - How much gravity is applied to projectile
  • Noise - generated by impact, the value is distance in meters - how far are enemies alerted

Hip Accuracy:
  • Cone - cone in degrees
  • Cone moving - cone angle in degrees when moving
  • Cone couch - cone angle in degrees when crouched
  • Cone crouch moving - cone angle in degrees crouched and moving
  • Bloom - cone angle increase with every shot in degrees
  • Max Cone Angle - maximum cone angle in degrees

Recoil - These components are simple and the name is clear.

Projectile prefab
If you want to change the prefab of the projectile to another model, this paragraph will help you.


When you click on your duplicate ammo ammunition to the box “Ammo Ammunition - Projectile Prefab” you will be redirected to scriptable object projectiles.


Here you can set the parameters "Effect distance", "Trail renderer" or replace the projectile model, but it is recommended as much as possible "low poly".
Example values
It is also important to know the HP values of the Cogs . They are divided into levels T1 - T3.

Function
T1
T2
T3
Military
‏‏‎ 20
40
60
Production
10
20
30
Refinery
20
40
60
Research
7
14
21


Shotgun examples values:

We recommend inspiring real ammunition for real ammunition settings.





















Because then you will be able to make a real game experience. You can play with the values, but if it exceeds a certain limit, it will lose its weapon in the fun.

For example, in a shotgun, it depends on the type of barrel and the number and size of projectiles, and the resulting dispersion is accordingly.

























Then the distance to the target is also important and the damage takes place accordingly. The further the target is, the projectiles have less kinetic energy and the penetration of the target is smaller.






Setting ammunition values is like a cocktail, for good playability it is good to know the basics of projectile function and physics.

Examples

Bird shot - It is also nicknamed "Spilled Tea". It is generally used on objects that are in motion and can be difficult to hit with a single shot. They are birds, drones and rodents.









Tool Tip: If you do not know where to start, do not want to be inspired by the already existing type of ammunition and its values.

Damage - 10 (one projectile)
Projectile Count - 60 (number projectiles in one shot)
Rate of Fire - 2 (shot per one second)
Effective Range - 15 (meters)

Other values are the same as classic shotgun ammunition.

Buck shot
The project already includes this type of ammunition called "CogShotgunBuckshotT1" and its versions T2 and T3.





It is the most common type of ammunition against animals, people and other targets.

Slug shot
The project already includes this type of ammunition called "ShotgunSlugs".
You can duplicate "Ammo definition" and play with its values.



Detailed explaination
  • Damage - Optimal value according to the type of ammunition and the number of projectiles fired. Use inspiration from existing "Ammo Definition". It also depends on what tier the ammo will have and against which units of Cogs or enemies it will be used. Generally, the value will be from 5 to 80.
  • Damage type - You will mostly use the "projectile" type
  • Muzzle Velocity - The optimal value is around 40 - 80
  • Gravity Factor - The optimal value is around 0,1 - 0,3

Hip Accuracy:
In general, if you increase the value, the size of the crosshair will also increase. According to this, it is possible to know exactly how he will shoot.

Here it depends on the type of weapon and how long the barrel is, what ammunition and how many projectiles it fires. Examples are a shotgun and a sniper rifle.

Revolver
Shotgun
Sniper
Cone
3.01
10.5
16
Cone Moving
4.54
13.5
22
Cone Crouching
0.3
7.5
4
Cone Crouch Moving
0.5
10.5
16


How to replace projectiles?
We have prepared a sample mod for projectile exchange for you.
Link: Captain Takeoff

You can import it in the Volcanoids SDK from the Mod tab























The procedure is very simple, just import the mod.

Then edit:
- Mod definition
- icon
- duplicate Ammo definition
- recipe, recipe scrap
- replace model into "MortarShellProjectiole"
- edit "WeaponReloaderAmmoModifier"









End
- if you have any questions, write your comments in the comments or on our discord server to the modding group.


Discord - Volcanoids[discord.gg]