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Vector change#294

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OrenjiKnight wants to merge 54 commits intoFloof-Station:masterfrom
OrenjiKnight:Vector-Change
Open

Vector change#294
OrenjiKnight wants to merge 54 commits intoFloof-Station:masterfrom
OrenjiKnight:Vector-Change

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@OrenjiKnight
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About the PR

Brought over the vector from the old base, however changed enough of it so that it feels like its own unique weapon.

Why / Balance

The standard vector and kriss vector are both chambered in .45 magnum carrying 40 round clips, however A: the kriss vector is almost exclusively to admins so shouldn't see that much game, and the standard one for security:

  • Costs 67k to buy one
  • the magnum magazines were changed to be a 1x3 spot in the inventory rather than a 1x2
  • It is stuck to a two round burst
    The vector for the syndicate has a faster firing rate than any other firearm in the game (besides the kriss vector) but it lacks a lot of accuracy. It also is chambered in an expanded .10 chamber because of its firerate. Standard magazine holds 24 shots which all do about 5 piercing which means that one magazine can kill just about one person per. The gun itself costs about 12 TC to purchase off the uplink and the standard magazine is worth 1 TC. .10 was also expanded on due to how lacking the ammo was (only used as a projectile for the minigun) other ammo types were added, which include:
    - Standard (copy of original .10): 5 Piercing
    - Rubber: 2 blunt
    - Practice: 1 blunt
    - Uranium: 2 piercing, 3 radiation
    - Armor Piercing: 2 piercing (due to damage, you're not going to do more than 48-50 total damage to someone)
    - Hollow-point (specialty made): 6 slash, 1 piercing
    All of the specialty magazines cost to 2-3 TC per pop, and still should only do enough damage to kill one person per.

Back to the accuracy, one-handed, all of the weapons have horrible accuracy past a meter. When wielded, the two full vectors (gen2 and the kriss) have better accuracy for an SMG in burst, and the modded vector has decent accuracy but for how fast it shoots, it still does not do as much damage as the others past a few meters.

Technical details

The most that changed is mostly the ymls for SMGs and the according ammunition for them as I added the ammo-type for the new weapon.

Media

Click to show

2026-03-19.18-59-21.mp4

Requirements

  • I have tested all added content and changes.
  • I have added media to this PR or it does not require an ingame showcase.

Licensing:

Breaking changes

I do not believe there should be any.

Changelog

🆑 "OrangeKnight"

  • add: Vector
  • add: Modded Vector (Syndicate)
  • add: Unique Ammo for Modded Vector
  • add: Kriss Vector (Admeme)
  • tweak: Vectors can be wielded
  • tweak: Changed how the weapons work functionally.
  • tweak: Logi store & syndicate uplink have respective weaponry

@OrenjiKnight
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First time in a while using github so hopefully this isnt as fucked up as I hope it is

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github-actions bot commented Mar 20, 2026

RSI Diff Bot; head commit 916199a merging into e4520a4
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/Objects/Weapons/Guns/Ammunition/Magazine/Rifle/high_velocity_PDW_mag.rsi

State Old New Status
base Added
inhand-left-mag Added
inhand-left-stripe Added
inhand-right-mag Added
inhand-right-stripe Added
mag-1 Added
piercing Added
practice Added
red Added
rubber Added
slashing Added
uranium Added

Resources/Textures/_Floof/Objects/Weapons/Guns/SMGs/vector.rsi

State Old New Status
base Added
bolt-open Added
equipped-BACKPACK Added
equipped-SUITSTORAGE Added
icon Added
inhand-left Added
inhand-right Added
mag-0 Added
wielded-inhand-left Added
wielded-inhand-right Added

Resources/Textures/_Floof/Objects/Weapons/Guns/SMGs/vectormod.rsi

State Old New Status
base Added
bolt-open Added
equipped-BACKPACK Added
equipped-SUITSTORAGE Added
icon Added
inhand-left Added
inhand-right Added
mag-0 Added
wielded-inhand-left Added
wielded-inhand-right Added

Edit: diff updated after 916199a

@jack-thedragon95
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atp if your gonna bring that gun back to the crew at least change the name so our asses dont get sued and ditch the 2 bullets per shot (possibly chamber it to 35 auto and possibly give it to hos?)

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Dunrab commented Mar 20, 2026

Yaml linter fails are valid.

@OrenjiKnight
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OrenjiKnight commented Mar 20, 2026

atp if your gonna bring that gun back to the crew at least change the name so our asses dont get sued and ditch the 2 bullets per shot (possibly chamber it to 35 auto and possibly give it to hos?)

1: okay, change the name to something else, sure
2: The whole point of bringing it over was to make it functionally unique to all of the other security SMG options already, I mean you have:

The WT:

  • One handed
  • Full auto
  • low accuracy

The Drozd:

  • Basically the old vector, just newer

And The C-20

  • On par with the Drozd more less

Then there's also the Patos, but that's more or less a machine-pistol

The whole idea is for the gun to be something new while still being balanced enough to not be the first choice. Also, its the only thing that can actually use the .45 magnum magazines that are coded in because they were brought over without the actual gun related being brought over. The idea was to make as close as a replica as possible without making it a copy because the actual vector is a beast, that's why it's chambered how it is, that's why it shoots how it is. There was a lot of thought actually put into balancing it so that it felt fun to play with without sacrificing the usefulness of the other weapons.

3: I mean, It would be a pretty baller head of security weapon, if the head of security loadout system worked like that right now. The HOS gets the current choice between a X-01 (I believe its called) and the energy magnum. Both of which would be immediately out-shadowed by the gun due to it being an actual ballistic longarm that is not the eshotty. (See old floof hos work and everyone rocked either the c-20, bulldog, or wt.)

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All new prototypes need be moved under the _Floof namespace.

also 67 joke is kill, at least make it 69

Comment on lines +615 to +655
# For the Vector
- type: listing
id: UplinkVectorAmmo
name: .10 magazine (high-velocity)
description: A single magazine with standard rounds. Compatable with the Vector G3s.
productEntity: MagazineHighVelocity
cost:
Telecrystal: 1
categories:
- UplinkAmmo

- type: listing
id: UplinkVectorAmmoAP
name: .10 magazine (high-velocity Armor Peircing)
description: A single magazine with AP rounds. Loses on kenetic shock for more penetration power. Compatable with the Vector G3s.
productEntity: MagazineHighVelocityAP
cost:
Telecrystal: 2
categories:
- UplinkAmmo

- type: listing
id: UplinkVectorAmmoRubber
name: .10 magazine (high-velocity rubber)
description: A single magazine with rubber-tiped rounds. A non-lethal option. Compatable with the Vector G3s.
productEntity: MagazineHighVelocityRubber
cost:
Telecrystal: 2
categories:
- UplinkAmmo

- type: listing
id: UplinkVectorAmmoJHP
name: .10 magazine (high-velocity hollow-point)
description: A single magazine with hollow-point rounds. Loses out on penetration power for more flesh damage and bleeding. Compatable with the Vector G3s.
productEntity: MagazineHighVelocityJHP
cost:
Telecrystal: 3
categories:
- UplinkAmmo

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This

Comment on lines +110 to +154
# High-Velocity
- type: entity
abstract: true
parent: BaseItem
id: BaseMagazineBoxHighVelocity
components:
- type: BallisticAmmoProvider
mayTransfer: true
whitelist:
tags:
- CartridgeHighVelocity
proto: CartridgeHighVelocity
capacity: 50
- type: Item
size: Small
- type: ContainerContainer
containers:
ballistic-ammo: !type:Container
- type: Sprite
sprite: Objects/Weapons/Guns/Ammunition/Boxes/rifle.rsi
- type: MagazineVisuals
magState: mag
steps: 4
zeroVisible: false
- type: Appearance

- type: entity
id: MagazineBoxHighVelocity
parent: BaseMagazineBoxRifle
name: ammunition box (.10 High-Velocity)
components:
- type: BallisticAmmoProvider
capacity: 50
proto: CartridgeHighVelocity
- type: Sprite
layers:
- state: base-b
map: ["enum.GunVisualLayers.Base"]
- state: magb-1
map: ["enum.GunVisualLayers.Mag"]
- type: MagazineVisuals
magState: magb
steps: 4
zeroVisible: false
- type: Appearance
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This

Comment on lines +30 to +158

- type: entity
id: CartridgeHighVelocityAP
name: cartridge (.10 high-velocity armor-piercing)
parent: BaseCartridgeHighVelocity
description: A very hard munition to come by, made to fly quickly. This is designed to cut through all sorts of steel and kevlar armor, but lacks in velocity and impact.
components:
- type: CartridgeAmmo
proto: BulletHighVelocityAP
- type: Sprite
layers:
- state: base
map: [ "enum.AmmoVisualLayers.Base" ]
- state: tip
map: [ "enum.AmmoVisualLayers.Tip" ]
color: "#540000"

- type: entity
id: CartridgeHighVelocityRubber
name: cartridge (.10 high-velocity rubber)
parent: BaseCartridgeHighVelocity
description: A harder to come by ammunition, made to fly quickly. Designed for fast firing weapons. Designed to incapacitate rather than kill, these rubber tipped rounds bruise hard.
components:
- type: CartridgeAmmo
proto: BulletHighVelocityRubber
- type: Sprite
layers:
- state: base
map: [ "enum.AmmoVisualLayers.Base" ]
- state: tip
map: [ "enum.AmmoVisualLayers.Tip" ]
color: "#1f4fa3"

- type: entity
id: CartridgeHighVelocityPractice
name: cartridge (.10 high-velocity practice)
description: A harder to come by ammunition, made to fly quickly. Designed for fast firing weapons. Chalk ammunition is generally non-harmful, used for practice.
parent: BaseCartridgeHighVelocity
components:
- type: CartridgeAmmo
proto: BulletHighVelocityPractice
- type: Sprite
layers:
- state: base
map: [ "enum.AmmoVisualLayers.Base" ]
- state: tip
map: [ "enum.AmmoVisualLayers.Tip" ]
color: "#dbdbdb"

- type: entity
id: CartridgeHighVelocityUranium
name: cartridge (.10 high-velocity uranium)
description: A harder to come by ammunition, made to fly quickly. Designed for fast firing weapons. A heavy tungstun core holding an exotic uranium-core, loses out on a lot of damage in favor of its radioactive potenial.
parent: BaseCartridgeHighVelocity
components:
- type: CartridgeAmmo
proto: BulletHighVelocityUranium
- type: Sprite
layers:
- state: base
map: [ "enum.AmmoVisualLayers.Base" ]
- state: tip
map: [ "enum.AmmoVisualLayers.Tip" ]
color: "#dbdbdb"

- type: entity
id: CartridgeHighVelocityJHP
name: cartridge (.10 high-velocity hollow-point)
description: A harder to come by ammunition, made to fly quickly. Designed for fast firing weapons. Not effective against armor, but cuts into both skin and scale causing massive amounts of internal bleeding.
parent: BaseCartridgeHighVelocity
components:
- type: CartridgeAmmo
proto: BulletHighVelocityJHP
- type: Sprite
layers:
- state: base
map: [ "enum.AmmoVisualLayers.Base" ]
- state: tip
map: [ "enum.AmmoVisualLayers.Tip" ]
color: "#976828"

- type: entity
id: CartridgeHighVelocitySpent
name: cartridge (.10 high-velocity)
suffix: spent
parent: BaseCartridgeHighVelocity
components:
- type: Sprite
sprite: Objects/Weapons/Guns/Ammunition/Casings/ammo_casing.rsi
layers:
- state: base-spent
map: [ "enum.AmmoVisualLayers.Base" ]
- type: SpentAmmoVisuals
- type: CartridgeAmmo
proto: BulletHighVelocity
spent: true
- type: Tag
tags:
- CartridgeHighVelocity
- Trash
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These... You get the idea

Comment on lines +81 to +90
- type: cargoProduct
id: ArmorySMGVector
icon:
sprite: Objects/Weapons/Guns/SMGs/vector.rsi
state: icon
product: CrateArmoryVector
cost: 67000
category: cargoproduct-category-name-armory
group: market

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This

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

Signed-off-by: OrenjiKnight <gheroclone@gmail.com>
@OrenjiKnight
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Yeah, everything is moved under _floof and also works the same as before
The names were also changed so they dont reflect the IRL like names for requested reasons

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5 participants