Bulletstyle

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Bulletstyle is the type of projectile a weapon fires. There are 14 known bulletstyles, each mainly different from each other.

Contents

[edit] Style 1: Plain Bullet

[edit] Style 2: Frag Grenade

  • Used only by the Grenade
    • Explosive
    • Never ricochets
    • Almost always bounces
    • Explodes after a few seconds or upon soldat contact
    • Acquired through GrenadeKits

[edit] Style 3: Shotgun Pellets

  • Used only by the SPAS-12
    • Can ricochet
    • Multiple pellets
    • Damage = damage for each individual pellet (not all the pellets from a shell as a whole)

[edit] Style 4: M79 Grenade

  • Special grenade for the M79 grenade launcher
    • Explosive
    • Can ricochet
    • Explodes on impact (if unable to ricochet)
    • Always kills on direct hit (unaffected by Damage value)
    • Splash damage (affected by Damage value)

[edit] Style 5: Flame

  • No, it's not a secret magic attack; used by the FlameGod Flamethrower.
    • Special (bonus)
    • Lingering flame (deals damage over time, depending on damage values and # of flames on you)
    • Unaffected by gravity (if anything, projectiles actually drift downwards)
    • Can ricochet

[edit] Style 6: Punch

  • Sock it to me, baby! Used by Punch (when a player is unarmed).
    • Effect range depends of speed value
    • Auto-activates
    • May disarm opponent

[edit] Style 7: Rambo Arrow

  • Used by the Rambo Bow.
    • Special (RamboMatch)
    • Never ricochets
    • Arrow graphic temporarily "sticks" in targets (both polygons and enemy corpses)

[edit] Style 8: Flaming Arrows

  • And you thought you were busting out Rambo! Used by Flamed Arrows (the Rambo Bow's alternate weapon).
    • Explosive
    • Special (RamboMatch)
    • Can ricochet
    • Always kills on direct hit (unaffected by damage value)
    • Splash Damage (affected by damage value)

[edit] Style 9: Cluster Grenade

  • Nice for tackling on closeknit, multiple enemies. Used by the Cluster Grenade (abb. CG) powerup.
    • Explosive
    • Special (bonus); three usable grenades
    • Never ricochets
    • Shatters into multiple entities of Style 10 upon terrain impact
    • If directly hits soldat, lethal and does not split into shrapnel.

[edit] Style 10: Cluster Grenade Shrapnel

  • The particles unleashed from a Cluster Grenade.
    • Minorly explosive (but not to the point of being able to heavily boost from such explosions)
    • Special; normally dependent off of Cluster Grenade bonus
    • Never ricochets

[edit] Style 11: Melee

    • Ah... fresh meat! Used by:
  • Combat Knife (melee animation)
  • Chainsaw (no animation)
    • Specified hit area very close to front of soldat, adjustable by Speed value in weapon mods.
    • Projectile oddity (shoots invisible bullets when used by other weapons and displays a Knife kill upon kill)

[edit] Style 12: LAW Missile

  • Boom, baby! Used by the M72 LAW secondary weapon.
    • Explosive
    • Kills on direct hit (Unaffected by damage values)
    • Splash damage (Affected by damage values)
    • Can ricochet

[edit] Style 13: Thrown Knife

  • Chop, chop. Takes effect upon discarding the Combat Knife.
    • Never ricochets
    • Can be picked up as a Combat Knife

[edit] Style 14: M2 Bullet

  • Powerful projectile used by the Stationary Gun.
    • Special
    • Can ricochet
    • Projectile Oddity (shoots INVISIBLE bullets when shot by some weapons. Displays a stat. gun kill upon kill)
    • Maximum Range (When range is exceeded, bullet turns to smoke)

[edit] Bulletstyle Compatibility List

Bullet Style
  • 1: Plain Bullet
  • 2: Frag Grenade
  • 3: Shotgun Pellets
  • 4: M79 Grenade
  • 5: Flame
  • 6: Punch
  • 7: Rambo Bow
  • 8: Flaming Arrows
  • 9: Cluster Grenade
  • 10: CG Shrapnel
  • 11: Melee (Combat Knife & Chainsaw)
  • 12: LAW Rocket
  • 13: Thrown Knife
  • 14: M2 Bullet
Usage Irregularities
  • 1: Invisible projectiles when combined with LAW or M79
  • 2: Loses explode-on-soldat effect when combined with any projectile-emitting weapon; takes longer to explode
  • 3: Pushes back users;
  • 4: No known irregularities
  • 5: Flames strike and ricochet off of linear obstacle instantly in the direction of the cursor, independent from Speed value; only visible flames stick to soldaten and injure—flames are invisible until striking something
  • 6: invisible "projectile" appears and immediately disappears at a set position dependent on Speed variable
  • 7: No known irregularities
  • 8: No known irregularities
  • 9: No known irregularities
  • 10: No known irregularities
  • 11: For Chainsaw, projectile always starts and stops at a set position dependent on Speed variable
  • 12: Always leaves smoke trail (e.g., unlike M79 or Grenade)
  • 13: Loses injurious effect when combined with any projectile-emitting weapon, for yourself. Other human players (not bots) seem to able to deal damage. Further testing is required.
  • 14: Invisible projectiles when combined with other weapons
Static Weapon Menu Functions
  • Desert Eagles: always fires two projectiles of bullet type; always semiautomatic
  • HK MP5: always automatic
  • AK-74: always automatic
  • Steyr AUG: always automatic
  • SPAS-12: reloads shot by shot at same rate as default regardless of altered Reload Time; malfunctions if given foreign bullet style; always semiautomatic
  • Ruger 77: always semiautomatic
  • M79: always automatic
  • Barret M82A1: always has scope which retracts after one shot for 240 ticks even if the modded weapon's FireInterval is less than 240; always automatic
  • XM214 Minigun: pushes back users slightly; always automatic
  • USSOCOM: normal; always semiautomatic
  • Combat Knife: weapon can always be injuriously thrown (distance depends on Speed value)
  • Chainsaw: invisible "projectile" always appears and immediately disappears at a set position dependent on Speed variable; always automatic; has two extra sound files (idle and use-while-reloading); sound files, using and using-while-reloading, still play even while using stationary gun
  • Punch: invisible "projectile" always appears and immediately disappears at a set position dependent on Speed variable; always automatic
  • M72 LAW: must crouch or prone to use; always automatic; has two extra sound files (start-click and end-click)
  • Frag Grenade: unaffected by foreign bullet styles
  • Fist: invisible "projectile" always appears and immediately disappears at a set position dependent on Speed variable; always automatic
  • Stationary gun: always automatic; has some vestigial, useless sound effects

This list is still under development! Please add what you know on weapon-modding foreign bullet styles to it.

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