i think that you have to edit 2 macros for changing a weapon. the Weapon Macro itself and also its related Bullet - your Code seems to be for the bullet only, but fire rate and heat* are in the Weapon macro, not the bullet
*heat is partially in the bullet - the amount of heat each Bullet generates i think, but the cooldown is defined in the weapon macro (and is imo the more interesting part)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
assets\fx\weaponfx\macros\bullet_player_shotgun_mk2_macro? theres many of these??
if im correct bullet_player_shotgun_mk2_macro's heat is heat generated per shot
while weapon_player_shotgun_mk2_macro is its amount of heat before overheating, cooldown etc.
Edit:
i found this line inside 'weapon macro'
<reload />
but its blank unlike whats inside the 'bullet macro' which has a value
Edit 2:
i stand corrected even the damage did not change, realized it after checking the damages online
Edit 3: REPEAT AFTER ME!! I AM THE BIGGEST IDIOT IN THE ENTIRE WORLD!!!!
without realizing it the one i kept editing was the one inside the backup folder and not inside the extension...
not sure if that's what causes it to bypass shields by doing direct damage to hull regardless of shielding. Dug a little bit, but haven't yet found documentation on additional attributes for <damage ... />
edit: Could be fun to play with these:
maxhits="2" ricochet="0.3"
Have shotgun pellets indefinitely knock around, potentially damaging whole squadrons?
not sure if that's what causes it to bypass shields by doing direct damage to hull regardless of shielding. Dug a little bit, but haven't yet found documentation on additional attributes for <damage ... />
edit: Could be fun to play with these:
maxhits="2" ricochet="0.3"
Have shotgun pellets indefinitely knock around, potentially damaging whole squadrons?
remember that shotgun turned into a sniper, i dunno what line made it like this but somehow it has the ability to pierce through the capital ship and straight into what my aim assist is targeting (ex. one of its turrets)
not sure, but would guess 1000 points, in addition to base damage.
xrook wrote:remember that shotgun turned into a sniper, i dunno what line made it like this but somehow it has the ability to pierce through the capital ship and straight into what my aim assist is targeting (ex. one of its turrets)
I think the impact effect may be more than just visual. If you look in the libraries/effects.xml file, under the "plasmaemitter_impact_02" effect, there's an element node that seems to affect the range of the area damage.
ignoring the AoE and moving on, i noticed that the machinegun has 3 barrels but its only currently using 1 right now (firing only with its top most barrel)
how do i edit it so the gun will use 3 of its barrels, alternating fire
it looks like he just added another weapon though.. and in the comments theres a bug where at the start of the campaign the player got two heavy lasers and mining lasers
all i want to do is add 2 extra points where the bullets come out
via the
tags="primary_slot weapon_mg"
and the actual Weapon Macro (only the weapon macro refers to bullets, nothing which has a weapon - because the bullet comes out of the weapon, not the Ship )
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help