Part II - The Editors

Copyright © 2003


 

Gun Editor

The Gun Editor is used to create new and modify existing .gun files. It stores all of the data needed to simulate guns used in Ghost Recon. For more information on creating your own guns and their parameters, visit Para's tutorial at Ghost Recon.net


Here is a picture of the M16 in the Gun Editor in IGOR:
Note: For a full size picture click on the picture

And here is a picture of the M16 gun file in Notepad:
Note: For a full size picture click on the picture

List box on the left side of window:
Contains a list of all the weapons in the currently active mods. Click on a gun file on the left to view it's properties in the fields on the right.

New button:
Click here to load a new gun file into the editor.

Version:
The current version of the gun file.

Model:
The current model used by the gun file. Click on the ellipses button to load a model from the default model folder.

Name Token:
This is the internal identifier that GR uses.
IMPORTANT: This name has to be added by hand to the strings.txt file that is located in the Data\Shell folder. You will have to make your own (including the folders "Data\Shell") when creating a mod with custom weapons in it. Without it in the strings.txt file you will get the !findkey error displayed in the kit.

Projectile:
If the current gun file has a projectile model associated with it, it will be displayed here. Usually reserved for grenade and rocket launcher type weapons. Click on the ellipses button to load a projectile model into the editor.

Weight:
Base weight of the weapon in kilograms.

Magazine:
Number of rounds in a magazine for this gun file. The base weight of a full magazine is stored in the field just to the right of this one. Weight is measured in kilograms.

Max Range:
The maximum Range of the weapon in meters.

Velocity:
This is a mathematical formula used by the engine to determine the speed of the round when it impacts the target. The first field is the speed of the round as it exits the gun in meters/sec. The second field and third fields are variables in the formula: [(x)*Range] + [(y)*Range^2]. The first number (x) should be negative to reflect the decrease in speed created by air resistance.

KillEnergy:
This is a mathematical formula used by the engine to determine the Kill Energy (Penetration) when the round impacts the target. There are only two fields here and here is the mathematical formula: [(x)*Range] + [(y)*Range^2]. Notice how the formulas are the same. The variables are the key to both of these formulas.

Recoil:
This value expands the pips (measured in pixels) every time a round leaves the gun.

Stabilization Time:
The amount of time it takes for the weapon to stabilize after firing a round measured in seconds.

Zoom 1 & 2:
Zoom 1 is how close the weapon zooms in when you use the Zoom button in game. Zoom 2 is used with sniper rifles to get even closer to the target. These values are measured in the amount of magnification.

Projectile Count and Spread:
The projectile count is the number of rounds that are discharged from a squeeze of the trigger. Everything should be one with the exception of shotguns which discharge multiple rounds. The spread is the variance in distance that the multiple rounds are in relation to each other at 1 meter from discharge.

Type:
This displays or allows you to choose the type of weapon that is displayed in the Gun Editor.

Underbarreled Weapon:
This checkbox is used for grenade launchers that are attached to the bottom of a gun. Click on the ellipses button to load the model.

Muzzle Flash Scale:
This tells the engine how big to display the muzzle flash of the weapon during runtime.

Tracer Frequency:
This value is the frequency at which a tracer round is discharged when the weapon is fired.

Silenced:
Check this box in the weapon has a silencer.

Reticule:
This area shows the reticule texture that is associated with this gun file and its parameters. There are two columns of fields. One for Base and the other for Pip. There are four rows of fields for top, left, right, and bottom and two fields on the bottom that control the minimum and maximum distance that the pips can bounce away from the center of the reticule. They are named Pip Offset Min and Pip Offset Max.

Turn Bands:
This area is divided into ten fields consisting of two columns labeled velocity and multiplier. It is further separated by five rows numbered 1 through 5. These fields affect the reticule in relation to the speed at which the actor is turning or spinning.

Accuracy:
This area is divided into twelve fields consisting of four columns labeled stationary, shuffling, walking, and running. It is further divided by three rows labeled prone, crouch, & stand. The values in here affect the reticule (measured in pixels) depending on the above actions during runtime.

Selector Settings:
This area has a field that displays the different selector settings for the weapon. Weapons generally can have up to three different settings: Single shot, Burst (3 rounds), & Fully automatic. There are four buttons contained within this section: New, Edit, Delete, & Item up. When you select an item in the field, you can click on the Edit button to edit it's properties. To add another selector setting, click on New. To delete an existing selector setting, click on Delete. To move an item up, click on Item up. Typically they are listed in the following order: Single shot, Burst, followed by Fully Automatic.

Here is a picture of the Selector Settings Properties Window:

Rate of Fire:
Enter the Rate of Fire for the weapon in the top field. It is displayed in rounds/minute.

Full Auto:
Check this box if it is the Full Auto selector setting of the weapon.

Rounds per Trigger Pull:
Enter the number of rounds that are discharged per trigger pull. Single shot is 1, Burst varies depending on the weapon, and Full Auto is 0.

Start and End Sound:
Click on the browse button to go to your sound folder to associate the desired sound with this weapon for this selector setting.

Okay and Cancel:
Click Okay to save your selector setting and Cancel to return to the Gun Editor.