Deceptive Pastry Posted December 1, 2018 Share Posted December 1, 2018 Just thought this info might be useful for those stacking effects from ammo, weapons, and mods or different effects using trigger="onSelfEquipStart" depending on which ammo is being used. eg. the shotgun assuming we have standard shotgun shells loaded into it when we pull it out, and a muzzle brake attached: First any effects from an effect_group on ammoShotgunShell are loaded, followed by effect_groups attached to gunPumpShotgun, and finally effect_groups from modGunMuzzleBrake. Link to comment Share on other sites More sharing options...
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