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On the damage line, I'll be indicating damage sources that do radius damage instead of contact damage, but I can't decide what the best word for it would be. "Blast"? "Area"? "AoE"? "Radius"? Something else?Also, @RoSoDude, I'd like to try making this compatible with RSD, but to do that it will have to launch RSD's modification panel when the Modify button is clicked. Is there any way for another script to do that?
SS2-RSD actually swaps out the native HRM plug overlay for a custom replacement overlay when the weapon settings overlay is opened.
Thats a nice idea for a mod. I remember that some weapons in original SS2 were having some unique properties like reduced recoil, more accuracy, never jamming etc. then it were patched out by some release of community patch. With such info being displayed it makes sense to make different versions of the same gun present again now that player can observe and compare the difference between the two guns not only by trial and error. After all what if these unique stats were not a bug but a feature? I recall some buffed shotguns, pistols and rifles being present only in some well hidden or protected places so it makes sense to have some high quality rewards for exploration.
These modified weapons were clearly not a bug. The concretes in the maps were clearly modified to have alternate stats, which was an intentional process and very unlikely to have happened by accident.
recoil = sqrt(heading*heading + pitch*pitch)
function PostMessage(obj, msg, data=null) { if (obj) { Networking.SendToProxy(Networking.Owner(obj), obj, msg, data); }}
Would it be possible to make the ones you don't qualify for a different colour?
Here's how it's looking currently:
Are the numbers in brackets applied before or after the number next to them, it seems ambiguous?
For some reason, I seem to remember some weapons being able to break at 2 condition, rather than 1 condition.
Also, what about "Degrade Rate Per Shot", since IIRC different firemodes degrade at different rates
It might also be useful to have "Repair Amount Per Tool", which is the current calculated amount of condition the weapon will gain, per maintenance tool.
It would be nice to know the exact breakdown for our damage, how much of it is from the weapon's base damage, how much from weapon skills, how much from Strength (if relevant), how much from O/S Upgrades, how much from modifications.
Even some basic information for newer players, like a line saying "Gains damage from Strength and Standard Weapons Skill" somewhere.