There's a bug with Autocannons where anytime a mutishot autocannon misses, ALL other weapons fired in that salvo also 'miss' despite visually showing a hit or not. They just dont register damage. This happens with "WeaponEffectID" : "WeaponEffect-Weapon_Autocannon#". Fortunately, Missile and Machineguns work. But the visual and sound come along with it, unfortunately.
Is there anything your mod can do on your end to fix?
Actually that's not entirely true, the bug is that the visuals dont match the actual hits, so even so the visual misses it can still register as a hit and vice versa. Thats caused by the wy i dirty hacekd it in and i dont think i will fix it in the near future, becaue the gameplay works jsut fine and i dont care for the visual glitch.
It doesnt work like it should. Whether the visuals match or not, that's all semantics. The fact is that if the second shot misses all follow on shots fail to register damage whether or not the visuals match. I'll explain in greater detail. Try using some SRM6's and set the accuracy bonus so your hit is 97%. Fire the autocannons with mutishot in the same volley as the SRMs. You'll see the hit from the 1st shot of the Autocannon and the second shot will miss. Almost all the SRMs will hit. But if you look at the damage to the target, it will have suffered only damage from the Autocannon hit.
Hmm, is there a way to shorten the delay between each shot? As is, it's a pretty noticeable pause for every single shot in a burst. Trying to get something closer to the MG's fire rate for Rotary ACs.
Phooey. If you've got the tools for unity asset bundle editting though, you might want to look at the weaponeffect files. If you swap out the AC2 weapon effect with the MG weapon effect, you get an MG's fire rate and multiple projectiles. The downside is that it looks and sounds like MG fire. I haven't figured out how to mix the two properties to get what I want though.
Ah well. In any case, for reference, in the weapon_.json, if you replace the WeaponEffectID with WeaponEffect-Weapon_MachineGun, it behaves like the MG complete with individual shots in the burst. It's the quick and dirty method for getting burst fire. The effect properties is in an unclassed file called weaponeffect in the AssetBundles folder, but I don't know what format it's in. Notepad++ will give gibberish if it opens it.
You can get the desired effect by editing the weapon's .json file. I'm running a modified version of an UltraAC/10 (from Enigmasdragon's Apocalypse Armaments mod pack to be specific) but changed a few things in the .json file so instead of it being multi-shot it's multi-projectile.
I have mine set to fire 10 projectiles and it spits them out in fast succession like a machine gun. No delay between shots (or "projectiles"). There is also no need for the Shot Count Enabler mod so long as you have the "ShotsWhenFired" set to 1. I'm not sure what the max is for "ProjectilesPerShot" but I need to do more testing with it set to 10. So far so good with no freezing or infinite fire loop.
Firing an Ultra AC now starts an unending loop when using your mod (weapon keeps firing) the loop will not end and I am forced to close the game when it happens.
Alright just wanted to make sure you were aware, I wish the devs had coded in multi shot cannons for convenience. Maybe they will add a DLC that expands the games timeline to include some of the clan stuff.
As soon as modtek is released i will, for now it works perfectly besides modtek, since modtek uses BTML itself, just follow the instruction for my install.
data/hardpoints "chrPrfWeap_atlas_lefttorso_narc_mh4", "chrPrfWeap_atlas_righttorso_uac5_bh1" "chrPrfWeap_atlas_righttorso_lbx_bh2", use narc,uac5,lbx in Weapon_.json "PrefabIdentifier" :
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Is there anything your mod can do on your end to fix?
Thats caused by the wy i dirty hacekd it in and i dont think i will fix it in the near future, becaue the gameplay works jsut fine and i dont care for the visual glitch.
Fixed infinite loop, mac compatible, modtek mod now.
Remember we changed from BTML to modtek, so dont forget to delete the dll that directly in the mods folder.
Thanks to FlukeyFidler who fixed the bug.
Multi-shot:
"ShotsWhenFired" : 2,
"ProjectilesPerShot" : 1,
Multi-projectile:
"ShotsWhenFired" : 1,
"ProjectilesPerShot" : 2,
I have mine set to fire 10 projectiles and it spits them out in fast succession like a machine gun. No delay between shots (or "projectiles"). There is also no need for the Shot Count Enabler mod so long as you have the "ShotsWhenFired" set to 1. I'm not sure what the max is for "ProjectilesPerShot" but I need to do more testing with it set to 10. So far so good with no freezing or infinite fire loop.
Though I did have it happen once on an Enforcer with a single Ultra 10.
Does this still works for normal but modified "ShotsWhenFired" AC/2?
Thanks.
"PrefabIdentifier" : "UAC5",
"chrPrfWeap_atlas_lefttorso_narc_mh4",
"chrPrfWeap_atlas_righttorso_uac5_bh1"
"chrPrfWeap_atlas_righttorso_lbx_bh2",
use narc,uac5,lbx in Weapon_.json "PrefabIdentifier" :