"overheat" probably means these weapons:
LAS-5 Scythe (Primary)
LAS-7 Dagger (Secondary)
LAS-98 Laser Cannon (Support)
LAS-99 Quasar Cannon (Support)
Thanks for all the great work so far. The game is a lot more fun with these mods.
Gir489, you had a "no overhead laser cannon" script back in March that worked well into April, but then stopped working after a big patch/update/round of nerfs. The code for that was as follows (but no longer works): Spoiler
This is just reorganized, redesigned and remodified versions of scripts I found here. I didnt create any of these but I modified some to create more freedom. Enjoy
Follow up question for the penetration for let say heavy armor which one would I need to tweak on the Super Damage? Because there's 4 of them on the Super Damage which I put the "//" on so which one should I have active?
there are 4 lines for penetration because penetration uses up to 4 different values to calculate penetration.
some say its low angle, high angle, heavy armor and ???
i cannot confirm or deny these claims because i did not expemeriment much with it because i dont care.
i know that set to 0 make no penetration and set to 100 for example penetrate everything (if you use all 4 lines).
if you exclude all 4 lines penetration stays default.
if i change "mulss dmg_multiplier 100" to "addss dmg_multiplier 100" it automatically goes from x100 to +100 right? nothing else i need to change? gonna try it myself in like, an hour, but i'll ask it here for others' posterity anyway
"overheat" probably means these weapons:
LAS-5 Scythe (Primary)
LAS-7 Dagger (Secondary)
LAS-98 Laser Cannon (Support)
LAS-99 Quasar Cannon (Support)
Thanks for all the great work so far. The game is a lot more fun with these mods.
Gir489, you had a "no overhead laser cannon" script back in March that worked well into April, but then stopped working after a big patch/update/round of nerfs. The code for that was as follows (but no longer works): Spoiler
I updated it to its current position, but it wouldn't work against the Quasar no matter what I did. It must have some kind of timer-based cooldown for it, and the overheat value is purely visual, don't know, don't care.
I updated it to its current position, but it wouldn't work against the Quasar no matter what I did. It must have some kind of timer-based cooldown for it, and the overheat value is purely visual, don't know, don't care.
I updated it to its current position, but it wouldn't work against the Quasar no matter what I did. It must have some kind of timer-based cooldown for it, and the overheat value is purely visual, don't know, don't care.
As I recalled, back then there were 2 No Overheat scripts, one for the Las Cannon (and other beamer) the other for Sickle (that also work on Quasar). The Cannon script would stop the gradual heat up and COOL OFF of beam weapons, so when used on Sickle or Quasar whitout their dedicated script, these guns will stay overheated forever.
I updated it to its current position, but it wouldn't work against the Quasar no matter what I did. It must have some kind of timer-based cooldown for it, and the overheat value is purely visual, don't know, don't care.
As I recalled, back then there were 2 No Overheat scripts, one for the Las Cannon (and other beamer) the other for Sickle (that also work on Quasar). The Cannon script would stop the gradual heat up and COOL OFF of beam weapons, so when used on Sickle or Quasar whitout their dedicated script, these guns will stay overheated forever.
If you have the Sickle script, I can run my auto updater on it to find its new position in 1.00.304.
Follow up question for the penetration for let say heavy armor which one would I need to tweak on the Super Damage? Because there's 4 of them on the Super Damage which I put the "//" on so which one should I have active?
there are 4 lines for penetration because penetration uses up to 4 different values to calculate penetration.
some say its low angle, high angle, heavy armor and ???
i cannot confirm or deny these claims because i did not expemeriment much with it because i dont care.
i know that set to 0 make no penetration and set to 100 for example penetrate everything (if you use all 4 lines).
if you exclude all 4 lines penetration stays default.
if i change "mulss dmg_multiplier 100" to "addss dmg_multiplier 100" it automatically goes from x100 to +100 right? nothing else i need to change? gonna try it myself in like, an hour, but i'll ask it here for others' posterity anyway
exacatly.
Ok ok got it I'll just reactivate it since I want my Stalwart to be armor pen like a HMG anyways hehehe
In the "No Reload" coding, I want to make it as if I'm not cheating.
Basically what I want to do is that when you shoot a weapon, and the cheat's on, you can still see the bullet count slowly deplete but my idea is that the magazine will stay on "red" and the bullet count will stay on "4", still keeping the façade that you can reload the weapon.
I'm new to coding so I appreciate all the help I can get.
In the "No Reload" coding, I want to make it as if I'm not cheating.
Basically what I want to do is that when you shoot a weapon, and the cheat's on, you can still see the bullet count slowly deplete but my idea is that the magazine will stay on "red" and the bullet count will stay on "4", still keeping the façade that you can reload the weapon.
I'm new to coding so I appreciate all the help I can get.
Thank you.
IIRC this is on Zoddel's legit no reload v3.
you can customize how much is left in the weapon too.
you can find the table in his signature.