6/24/2023 0 Comments Forts game modding guide![]() Table.insert(Sprites, ButtonSprite("hud-context-ammo-doubleshot", "context/HUD-Ammo-DoubleShot", nil, nil, nil, nil, path))įirstly, it's necessary to ensure the dlc2_Ammunition table exists. RoundsEachBurst = 2, - use default values except RoundsEachBurst Projectile weapons can fire beams and visa versa. Note that the beam related values can optionally be placed in a Beam table for better organisation. At the launch of High Seas, not all of the parameters were supported, but this will be corrected. Each entry in the list is a different firing mode, and can overwrite many of the weapon's firing parameters, listed below. If it does exist, it reads the values, using the default values for any that aren't specified. This is how the legacy weapons from the base game and Moonshot work. ![]() If that doesn't exist, or is empty, a single ammo type is created using the default values. The game then looks for the dlc2_Ammunition table, which holds a list of values to override for different firing modes. ![]() This is the way it works: the firing parameters that are in the root of the weapon script become the default values for all ammunition types. With the High Seas DLC, a weapon can fire any number of ways. Commanders can change the behaviour while active, but otherwise weapons are very inflexible. That is, a weapon can fire only one type of projectile, for a number of rounds, with a number of projectiles per round, with a fixed reload period. The base game allows weapons to have only one firing mode. The Ammunition system ('ammo' for short) is a powerful way of changing the behaviour of weapons.
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