Is there a way to make the Thumpers invisible, as well, if they clip? Because that iconic back-angled top of the Rifleman sticks right through the barrel and juts out the other side...
I managed to find the solution, begin with ams and then later on change ams to the original file from the initial folder then boom the mech that had mech mortar now has cannon on their backs. You can't load it in tutorial missions.
Okay I tried the mod and it definitely isn't working for me. Shame, because the changes you made to the mortar sound like exactly what I was trying to do..
I'm having trouble getting the mod to run. The modloader says it's running and I ran the ModTek injector but the mortar's stats do not change in the mechlab. I'm not entirely sure what I'm doing wrong, as I put it in the same place as all my other mods and ran the injector just the same as all my other mods.
So I've been looking at the json files on these to try and add ammo crates that would allow more uses per mission. My concept is the crate would increase the number of reloads available.
In the process of this, I noted that in the files I have, the MechMortar has a 2-turn cooldown and 2 uses, and the Thumper has a 1-turn cooldown and 3 uses. Since the Thumper is theoretically more powerful, I think you have those reversed.
Also, what does the IntParam2 do?
And lastly, how is damage calculated? I see you changed the Thumper damage to 40. But with a variance of 20, that would mean the damage should be 20-60. Except, you've also increased the ShotsWhenFired and ProjectilesPerShot (for the Thumper only) from 1 to 2.
I would appreciate any help you can give me on modding your mod. ;P Thx
Is it possible for this to work with the default mod loader? and if so does the cool down basically mean unlimited ammo or something? Personally I never used because the single use and weight it was pointless so if it has more than 1 shot and a little lighter then I'm all for it.
I have been always using ModTek, however i will check compatibility with mod loader. Cooldown means, you have to wait until it reloads. Mortars can fire twice per mission, Thumper can fire three times per mission. After firing, you end your current turn, then you cannoy fire on your next turn, because it reloads, and after that you can fire again on third turn. I have updated description, I think it is more clear now.
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..or do you know where I can modify the Mechmortar and the Thumper items separately?
When I search the entire battletech directory for "mechmortar" or "mortar" I find nothing?
Thanks for any tips if anyone knows. I have the mortars loaded in my game but can't for the life of me find a JSON I can edit..
In the process of this, I noted that in the files I have, the MechMortar has a 2-turn cooldown and 2 uses, and the Thumper has a 1-turn cooldown and 3 uses. Since the Thumper is theoretically more powerful, I think you have those reversed.
Also, what does the IntParam2 do?
And lastly, how is damage calculated? I see you changed the Thumper damage to 40. But with a variance of 20, that would mean the damage should be 20-60. Except, you've also increased the ShotsWhenFired and ProjectilesPerShot (for the Thumper only) from 1 to 2.
I would appreciate any help you can give me on modding your mod. ;P Thx
Infinite load on missions.
and if so does the cool down basically mean unlimited ammo or something?
Personally I never used because the single use and weight it was pointless so if it has more than 1 shot and a little lighter then I'm all for it.
Cooldown means, you have to wait until it reloads. Mortars can fire twice per mission, Thumper can fire three times per mission.
After firing, you end your current turn, then you cannoy fire on your next turn, because it reloads, and after that you can fire again on third turn.
I have updated description, I think it is more clear now.