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AUGER without resources, how to do ?


ArNaLdInHo

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can you help me, i need a normal AUGER but with right button destroys blocks very fast but dont get any resources, do you know how ? and show the destruction on block like normal AUGER.

 

i have this code, it works but it get resources and dont show damage like normal does :

 

    <property class="Action1"> 

        <property name="Class" value="Ranged"/>
        <property name="Hitmask_override" value="Melee"/>
        <property name="UseMeleeCrosshair" value="true"/>
        <property name="Single_magazine_usage" value="false"/>

        <property name="Magazine_items" value="carBattery"/>
        <property name="Bullet_material" value="metal"/>
        <property name="Infinite_ammo" value="true"/>
        
        <property name="ToolCategory.Butcher" value="0" param1="0"/>

        <property name="Sound_start" value="Auger_Fire_Start"/>
        <property name="Sound_repeat" value="Weapons/Motorized/Auger/auger_fire_lp"/>
        <property name="Sound_end" value="Weapons/Motorized/Auger/auger_fire_end"/>
        <property name="Sound_empty" value="auger_empty"/>
        <property name="Sound_reload" value="Auger_Reload"/>
        <property name="Particles_muzzle_smoke" value="nozzlesmoke_chainsaw"/>
        <passive_effect name="BlockRange" operation="base_set" value="8"/>
        <passive_effect name="BlockDamage" operation="base_set" value="20000"/>
        </property>

 

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4 hours ago, ArNaLdInHo said:

can you help me, i need a normal AUGER but with right button destroys blocks very fast but dont get any resources, do you know how ? and show the destruction on block like normal AUGER.

 

i have this code, it works but it get resources and dont show damage like normal does :

 


    <property class="Action1"> 

        <property name="Class" value="Ranged"/>
        <property name="Hitmask_override" value="Melee"/>
        <property name="UseMeleeCrosshair" value="true"/>
        <property name="Single_magazine_usage" value="false"/>

        <property name="Magazine_items" value="carBattery"/>
        <property name="Bullet_material" value="metal"/>
        <property name="Infinite_ammo" value="true"/>
        
        <property name="ToolCategory.Butcher" value="0" param1="0"/>

        <property name="Sound_start" value="Auger_Fire_Start"/>
        <property name="Sound_repeat" value="Weapons/Motorized/Auger/auger_fire_lp"/>
        <property name="Sound_end" value="Weapons/Motorized/Auger/auger_fire_end"/>
        <property name="Sound_empty" value="auger_empty"/>
        <property name="Sound_reload" value="Auger_Reload"/>
        <property name="Particles_muzzle_smoke" value="nozzlesmoke_chainsaw"/>
        <passive_effect name="BlockRange" operation="base_set" value="8"/>
        <passive_effect name="BlockDamage" operation="base_set" value="20000"/>
        </property>

 

 

Hi ArNaLdInHo

 

You need to add this: (I think so) to show you statistics, in case it doesn't go like this, look for auger in the original items.xml file and see how it goes.

 <property name="DisplayType" value="motorTool/>

Also check this: you have it at 0.

 <property name="ToolCategory.Butcher" value="0" param1="0"/>
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9 hours ago, Gouki said:

 

Hi ArNaLdInHo

 

You need to add this: (I think so) to show you statistics, in case it doesn't go like this, look for auger in the original items.xml file and see how it goes.


 <property name="DisplayType" value="motorTool/>

Also check this: you have it at 0.


 <property name="ToolCategory.Butcher" value="0" param1="0"/>

 

 

Yep, like example above have that but still get resources :(

 

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Just now, ArNaLdInHo said:

 

 

Yep, like example above have that but still get resources :(

 

 

So you want the auger to not get any resources, only to destroy?
Check if you have something like this:

 

"HarvestCount"

 

If you have it, set it to 0 or remove the line, I hope that helps...

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2 minutes ago, Gouki said:

 

So you want the auger to not get any resources, only to destroy?
Check if you have something like this:

 

"HarvestCount"

 

If you have it, set it to 0 or remove the line, I hope that helps...

 

only to destroy no recources.

like when removing something fast break stuff and dont get intact...

 

i removed the line and also tried with set to 0

 

removing Works half, dont get resources but ....

 

i cant see block damage :( and in that server i sow it shows block damage ....

 

 

 

 

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Just now, ArNaLdInHo said:

 

only to destroy no recources.

like when removing something fast break stuff and dont get intact...

 

i removed the line and also tried with set to 0

 

removing Works half, dont get resources but ....

 

i cant see block damage :( and in that server i sow it shows block damage ....

 

 

 

 

 

I don't know much about mods playing on server, it could be some server error.
Have you tried playing single player and see if the same thing happens?

 

P.S. you could share a picture of the problem.

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i'm doing this localy no server.

 

with that modification, destroys blocks OK

 

example normal auger when hit a safe 5000 hit points it start cownting down to ZERO until it breaks

 

but with that code above hit the safe and dont show 5000 hitpoints :( like normal one does, it still destoys but dont show the values of damage left ...

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23 minutes ago, ArNaLdInHo said:

i'm doing this localy no server.

 

with that modification, destroys blocks OK

 

example normal auger when hit a safe 5000 hit points it start cownting down to ZERO until it breaks

 

but with that code above hit the safe and dont show 5000 hitpoints :( like normal one does, it still destoys but dont show the values of damage left ...

 

This should go like this:

 

<effect_group name = "meleeToolPickT3Auger">
          <passive_effect name = "BlockRange" operation = "base_set" value = "8" />
         <passive_effect name = "BlockDamage" operation = "base_set" value = "20000" />
</effect_group>

 

This goes under property.

Change meleeToolPickT3Auger by the name that you have put.
This may be the problem, if you don't have it that way.

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<item name="meleeToolPickT3Auger">
	<property name="Tags" value="melee,heavy,tool,motorTool,attStrength,perkMiner69r,perkMotherLode,miningTool,canHaveCosmetic"/>
	<property name="DisplayType" value="motorTool"/>
	<property name="HoldType" value="20"/>
	<property name="Meshfile" value="#Other/Items?Tools/augerPrefab.prefab"/>
	<property name="Material" value="MMotorToolParts"/> <property name="Weight" value="6"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="SoundIdle" value="Auger_Idle"/>
	<property name="Particles_muzzle_smoke" value="nozzlesmoke_chainsaw"/>
	<property name="Group" value="Tools/Traps"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="1500"/>
	<property name="UnlockedBy" value="meleeToolPickT3AugerSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Hitmask_override" value="Melee"/>
		<property name="UseMeleeCrosshair" value="true"/>
		<property name="Single_magazine_usage" value="false"/>
		<property name="Magazine_items" value="ammoGasCan"/>
		<property name="Bullet_material" value="metal"/>
		<property name="Reload_time" value="4.1"/>
		<property name="Sound_start" value="Auger_Fire_Start"/>
		<property name="Sound_repeat" value="Weapons/Motorized/Auger/auger_fire_lp"/>
		<property name="Sound_end" value="Weapons/Motorized/Auger/auger_fire_end"/>
		<property name="Sound_empty" value="auger_empty"/>
		<property name="Sound_reload" value="Auger_Reload"/>
		<property name="Particles_muzzle_smoke" value="nozzlesmoke_chainsaw"/>
		<!-- <property name="DamageBonus.wood" value=".25"/> -->
		<!-- <property name="DamageBonus.head" value="3"/> -->
		<property name="SupportHarvesting" value="true"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="-1"/>
		
	<effect_group name="Secondary Action">
		<passive_effect name="HarvestCount" operation="perc_subtract" value="-1" tags="butcherHarvest"/>
		<passive_effect name="BlockDamage" operation="base_set" value="2000" tags="butcherHarvest"/>
	</effect_group>
	
	</property>

	<effect_group name="meleeToolPickT3Auger">
		<passive_effect name="EntityDamage" operation="base_set" value="4.2" tags="perkMiner69r"/>
		<passive_effect name="BlockDamage" operation="base_set" value="20.7" tags="perkMiner69r,miningTool"/>
		<passive_effect name="RoundsPerMinute" operation="base_set" value="300" tags="perkMiner69r"/>
		<passive_effect name="DegradationMax" operation="base_set" value="1400,4200" tier="1,6" tags="perkMiner69r"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.35" tags="perkMiner69r"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5" tags="perkMiner69r"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="SphereCastRadius" operation="base_set" value=".1"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="100" tags="perkMiner69r"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tags="perkMiner69r"/> <!-- random effective rng -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15" tags="perkMiner69r"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkMiner69r"/> <!-- tier bonus -->
		<passive_effect name="PlayerExpGain" operation="perc_add" value="-.3" tags="Harvesting"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15" tags="perkMiner69r"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkMiner69r"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkMiner69r"/> <!-- random DegMax -->
		<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkMiner69r"/> <!-- random APM -->
		<passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkMiner69r"/> <!-- random WeaponHandling -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="wood"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000" tags="perkMiner69r"/>
		<passive_effect name="MagazineSize" operation="base_set" value="300" tags="perkMiner69r"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1" tags="perkMiner69r"/> <!-- 3.5s -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value=".5" tags="perkMiner69r"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value=".5" tags="perkMiner69r"/>
		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="-.35" tags="perkMiner69r"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".35" tags="perkMiner69r"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.35" tags="perkMiner69r"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".35" tags="perkMiner69r"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1" tags="perkMiner69r"/>
		<passive_effect name="WeaponHandling" operation="base_set" value="5" tags="perkMiner69r"/>
	</effect_group>
</item>

 

i changed in the original game files with your code and with this one and get resources, i need just destroy and no resources and show block damage

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