Ultor,
You can change the rate of fire to your best knowledge. Here is a copy of a writeup I did some months ago:
My comments upon experimentation, at the bottom, are in blue.
Being just a 12th grade grad, moronic mechanic, wannabe artist, I tend not to delve into the BoBII code works,
but there has been some speak about guns, with no true answers as to how it works.
so, as a tinkering mechanic tends to do, I dived into the
models/Weapons folder,
knowing not what I am fiddling with, until it breaks, or works.
After some experimentation, and having fun making Mini Guns for my Bf110C4,
I asked Buddye for further INFO about this file.
He duly supplied the code as "it is written!" (to borrow my favorite Arabic phrase).
"I thought we covered this long ago for historical accuracy" he implied.
"Can we tell the players how to manipulate it, and... God forbid... CHEAT it?" I queried.
"Yeah, why not? This is not only an historical simulation, although that is our main intent,
but also a game. Cheats? They are OK, why not? We ain't an On-Line outfit, yet." he said.
Those are not his verbatim exact words, but what he may have said, knowing him as I do.
Below is the current Weapons file.
NOTE! a # comments that line out, not to be used in game.
---------------------------------------------------------------------------------------------------------------------------------------
# ATTENTION: Whitespace (spaces, tabs etc) are important!
#
Weapon { LT_BULLET_RAF 7470000 8 8 BULLET } #Rowan's Baseline
Weapon { LT_BULLET_050_CAL 8800000 8 8 BULLET50 } # WK 12.08.07 US 0.50 cal machine gun Browning .50 M2
# Weapon { LT_BULLET_RAF 7500000 5 8 BULLET } #Buddye Based on Bader's 303 gun data
# Weapon { LT_BULLET_RAF 7500000 7 8 BULLET } #Test to reduce kills
Weapon { LT_BULLET_LUF 8110000 8 8 BULLET } #Rowan's Baseline
# Weapon { LT_BULLET_LUF 7750000 5 4 BULLET } #/Buddye Based on Bader's gun Data
# Weapon { LT_BULLET_LUF 7750000 7 4 BULLET } #test to reduce kills
Weapon { LT_BULLET_REAR 8110000 4 8 BULLET }
Weapon { LT_CANNON 5490000 8 4 CANNON } #Rowan's Baseline
# Weapon { LT_CANNON 6000000 16 4 CANNON } #Buddye Based on Bader's gun data
Weapon { LT_BOMB 0 50 0 BOMB }
Weapon { LT_BOMB500 0 50 0 BOMB }
Weapon { LT_BOMBPAIR500 0 50 0 BOMB2 }
Weapon { LT_BOMB1000 0 50 0 BM1000 }
Weapon { LT_CONTACT 0 0 0 DUMMY } # The last line always has to look like this. The bob.exe code may use this to find the end of the list.
----------------------------------------------------------------------------------------------------------------------------------------
==== From Buddye ===========================
Here are the comments from the code table:
struct LaunchInfo
{
LnchrType lnchrtype; //RJS 12May97
ULong muzlvel; //ms * 10000 //RJS 12Nov99
UByte firingdelay; //between each transient launch
UByte burstcount; //total number of transients per gun
ShapeNum theShape; //RJS 27Jul98
};
==== End Buddye ============================
So.. stickman thinks, but not truly knows,
For example, first Line :
Weapon { LT_BULLET_RAF 7500000 5 8 BULLET } #Buddye Based on Bader's 303 gun data
LnchrType lnchrtype; = LT_BULLET_RAF
(( I do not think this should be changed ))ULong muzlvel; //ms * 10000 = 7500000
(( 750 meters per second X 10,000 ))UByte firingdelay; //between each transient launch = 5
(( Lower numbers gives less delay between rounds fired, higher rate of fire ))UByte burstcount; //total number of transients per gun = 8
?? Seems to have little effect when I changed this factor ??ShapeNum theShape;
(( Object used. Best left as is ))