ArNaLdInHo Posted August 10, 2020 Share Posted August 10, 2020 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> Link to comment Share on other sites More sharing options...
Gouki Posted August 10, 2020 Share Posted August 10, 2020 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"/> Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted August 11, 2020 Author Share Posted August 11, 2020 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 Link to comment Share on other sites More sharing options...
Gouki Posted August 11, 2020 Share Posted August 11, 2020 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... Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted August 11, 2020 Author Share Posted August 11, 2020 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 .... Link to comment Share on other sites More sharing options...
Gouki Posted August 11, 2020 Share Posted August 11, 2020 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. Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted August 11, 2020 Author Share Posted August 11, 2020 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 ... Link to comment Share on other sites More sharing options...
Gouki Posted August 11, 2020 Share Posted August 11, 2020 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. Link to comment Share on other sites More sharing options...
KhaineGB Posted August 11, 2020 Share Posted August 11, 2020 <effect_group name="Secondary Action"> <passive_effect name="HarvestCount" operation="perc_add" value="-1" tags="secondary"/> <passive_effect name="BlockDamage" operation="base_set" value="2000" tags="secondary"/> </effect_group> Try that Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted August 11, 2020 Author Share Posted August 11, 2020 <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 Link to comment Share on other sites More sharing options...
KhaineGB Posted August 12, 2020 Share Posted August 12, 2020 You need an action 1. That code is for a SECONDARY attack. Not a primary attack. Like you wanted. Link to comment Share on other sites More sharing options...
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