For simple weapons - no
For anything other - yeah
You're wrong. Just stop posting replies here. Yes, it requires scripting, though it isn't hard. Basically you just change values in the script. This is a value.
directDamage = 30;
That is have much damage the bullet does.
lifetime = 4000;
That is how long the bullet stays before fading away.
Values are found in things like this:
AddDamageType("Gun", '<bitmap:add-ons/Weapon_Gun/CI_gun> %1', '%2 <bitmap:add-ons/Weapon_Gun/CI_gun> %1',0.2,1);
//The above is the image that shows when you kill someone.
datablock ProjectileData(gunProjectile)
{
projectileShapeName = "./bullet.dts"; //The bullet model.
directDamage = 30; //Damage. Default player has 100 health,
directDamageType = $DamageType::Gun; //This is the image the bulletu ses when it kills someone
radiusDamageType = $DamageType::Gun; //This is the image the bulletu ses when it kills someone from an explosion
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 400;
verticalImpulse = 400;
explosion = gunExplosion;
particleEmitter = ""; //bulletTrailEmitter; This is the bullet's trail.
muzzleVelocity = 90; //Speed
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = false; //If you want the bullet to have a light or not. It is set to no.
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "Gun Bullet"; //The name that appears in the event menu.
};