Thanks Pieter, I'll test that tomorrow morning
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That is normal. I see it all the time in the gunsmith shop when giving up my musket for a pistol to get it repaired. The only oddity is that you should be getting a musket ball instead of a pistol ball.One weird effect though: As soon as I equip it, I receive for free one "Gunpowder" and one "Pistol Bullet".
It isn't locked to only one quest. In fact, it has been enabled for regular muskets since at least Beta 3.2 or so.Can't we add a perk like 'musket master' or so to the player for unlocking? So after you unlocked the perk, you can 'snipe' with every musket? Because I think this is a really nice and funny feature, and shouldn't be locked to only one quest^^
It is in PROGRAM\seadogs.c; just look for "pistol10" and you should find it easily enough.Shouldn't be any problem if you can point me in the direction where the sniper view is triggered I can add this perk. Think it could even be done before the 3.3 release.
Not hard at all. In fact, in PROGRAM\seadogs.c the if-statement that has "pistol10" in it PREVENTS it from working for all guns.hmmm...if we link it to a perk why not enable it for all guns? Or at least more? How hard is it to eneable it for a gun?
As @Grey Roger mentioned, actual sniping isn't actually historically accurate. That is why I suggested naming this perk "Expert Marksman" or something like that.But let me add an new "Sniper" Perk for this, I think that would be nicer. Especially cause theire aren't that many gun perks yet.
Don't worry about the quest stuff we have been discussing here. That is handled by some different code, also in seadogs.c .But for the quest you might need to give the person the perk or let him know he should really get it first.
It is in the ZIP attached to this post: http://www.piratesahoy.net/threads/simplified-build-14-beta-3-3-wip-code.23064/I don't find any "pistolqmket" using the latest installer.
Does sound cool, but might also make things more complicated than needed.You can use the sniping ability on previous mentioned weapons always. But you can get a perk which allows you to go to the gunsmith and have him install a "scope" or whatever we call it so you can snipe with that pistol too.
Any error.log entries to go with it? I've been using console quite happily yesterday.The lastest install was corrupt in some way, coldn't use the console.
Wikipedia has this to say about scopes:Does sound cool, but might also make things more complicated than needed.
Also, how would you store the "scope" for an item if you have multiple of them? Or would "buying the scope" basically just unlock this feature for that particular weapon.
Having a small pistol with a scope is probably not very historically accurate either, but manually aiming is. So I'm not sure if it is worth doing this.
So you might get some sort of primitive experimental scope, perhaps suitable as a unique item for a specific quest. But probably not until later time periods and absolutely not during "Early Explorers".The first experiments directed to give shooters optical aiming aids go back to the early 17th century. For centuries different optical aiming aids and primitive predecessors of telescopic sights were created that had practical or performance limitations.
The first documented telescopic rifle sight was invented between 1835 and 1840. In a book titled The Improved American Rifle, written in 1844, John R. Chapman documented the first telescopic sights made by Morgan James of Utica, NY
Hmmm thiking about this some more I came up with this idea:
You can use the sniping ability on previous mentioned weapons always. But you can get a perk which allows you to go to the gunsmith and have him install a "scope" or whatever we call it so you can snipe with that pistol too.