Zeorik Posted January 21, 2018 Share Posted January 21, 2018 So, I'm using the Starvation Mod as a base, and adding on my own ammo types based on server requests. Thing is, I'm somewhat new to .xml editing, and as such I'm mostly basing ammo off of preexisting types to simplify things. Problem is, one of my ammo types (Depleted Uranium 5.56 bullets) are functionally useless in-game. They can be loaded and fired, but have no impact on the enemies. Also... I was attempting applying a burning molotov effect to a Flamethrower. But while that worked in SP, it failed to function in Multiplayer (every attempt I made to use it caused crashing, IE: a flaming arrow that left a burning pool) This is the attempt to get the ammo to work. <item id="1087" name="556_Depleted_Uranium"> <property name="CustomIcon" value="556mmBullet" /> <property name="CustomIconTint" value="088718" /> <property name="Meshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab" /> <property name="Material" value="brass" /> <property name="HoldType" value="21" /> <property name="Stacknumber" value="500" /> <property name="Weight" value="1" /> <property class="Attributes"> <property name="GetQualityFromWeapon" value="true" /> <property name="EntityDamage" value="100,200" /> <property name="BlockDamage" value="100,200" /> <property name="ApplyBuff" value="1, 1" param1="radDesolation" /> </property> <!-- STK ammo --> <property name="CraftingSkillGroup" value="craftSkillGuns" /> <property name="EconomicValue" value="25" /> <property name="Group" value="Ammo/Weapons" /> <property name="EconomicValue" value="25" /> </item> This is the "default" 5.56 mm Bullet <item id="610" name="556mmBullet"> <property name="Meshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab" /> <property name="Material" value="brass" /> <property name="HoldType" value="21" /> <property name="Stacknumber" value="500" /> <property name="Weight" value="1" /> <!-- STK ammo --> <property name="CraftingSkillGroup" value="craftSkillGuns" /> <property name="EconomicValue" value="25" /> <property name="Group" value="Ammo/Weapons" /> </item> "default" Depleted uranium Bullet <item id="644" name="762mmBulletPL"> <property name="Extends" value="762mmBullet" /> <property name="Weight" value="1" /> <property class="Attributes"> <property name="GetQualityFromWeapon" value="true" /> <property name="EntityDamage" value="50,100" /> <property name="BlockDamage" value="50,100" /> <property name="ApplyBuff" value="1, 1" param1="radDesolation" /> </property> <!-- <property class="Action1"> <property name="Class" value="Projectile" /> <property name="Explosion.ParticleIndex" value="4" /> <property name="Explosion.RadiusBlocks" value="1" /> <property name="Explosion.BlockDamage" value="10" /> <property name="Explosion.RadiusEntities" value="1" /> <property name="Explosion.EntityDamage" value="20" /> <property name="Velocity" value="200" /> <property name="FlyTime" value="0" /> <property name="LifeTime" value="8" /> <property name="Buff" value="radiation1" /> <property name="Buff_chance" value="0.5" /> </property> --> <property name="EconomicValue" value="25" /> </item> I can post the arrow/ flamethrower if anyone thinks they can lend a hand there... I think I recall someone mentioning tha having two burning effects causes issues? Link to comment Share on other sites More sharing options...
Zeorik Posted January 21, 2018 Author Share Posted January 21, 2018 Update: I figured it out after some time. The minigun I was attempting to add ammo to used a system similar to Shotguns (to simulate recoilless spread of shots) and hadn't added in those values on the Minigun's section. Link to comment Share on other sites More sharing options...
KhaineGB Posted January 21, 2018 Share Posted January 21, 2018 Did you also work out why your bullets aren't causing damage? I had a smiliar problem and managed to fix it, so thought I'd ask before posting it. Link to comment Share on other sites More sharing options...
Zeorik Posted January 21, 2018 Author Share Posted January 21, 2018 Did you also work out why your bullets aren't causing damage? I had a smiliar problem and managed to fix it, so thought I'd ask before posting it. Mine was tied to the Magazine_item_ray_spreads and Magazine_item_ray_counts not having values for the ammo type (since I coded them not as extensions of existing bullets, I'm guessing.) Once I added extra values the ammo worked just fine. I hope my friends are happy. -w- .50 Cal Incendiary and Uranium, 556 Incendiary and uranium, 7.62 incendiary, Dragon's Breath, and Shotgun Darts. That was a headache to set up. D: Link to comment Share on other sites More sharing options...
KhaineGB Posted January 21, 2018 Share Posted January 21, 2018 Yep, that's exactly the problem I had too Forgot to do the item_ray stuff. Once that was in, it worked great. Link to comment Share on other sites More sharing options...
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