Jagged Alliance 3
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Ryank516

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7 comments

  1. fys
    fys
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    Sadly this fix is still needed for single-fire dual wielding with game version 1.4.1 but 1.4 broke it.
    To make this code work again, add following in bold letters to the Code/Dual wield Bugfix.lua file:

    function OnMsg.DataLoaded()
    CombatActions.DualShot.GetAPCost = function (self, unit, args)
    ...
        return Max(unit:GetAttackAPCost(self, weapon1, false, aim), unit:GetAttackAPCost(self, weapon2, false, aim)) + self.ActionPointDelta
    end
    end
    1. christianerding2
      christianerding2
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      • 15 kudos
      Hello fys,

      it looks like your fix also helps to make other mods compatible for Ja3 1.5.
      Since you have deep knowledge of lua I want to ask a question:
      When I mod a loot def, there is this line
      Loot = "all"
      This means all get picked, I could not find a dokumentation, if there something like "single" or "pick only one" maybe you know advice...

      Thx in advance...
  2. qqqbbb
    qqqbbb
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    • 47 kudos
    why do you think it is a bug?
    1. Ryank516
      Ryank516
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      Alright so let me explain how AP system works for guns.   Every weapon has a base AP in the code this is equal to the cost to burst fire a gun. Single shot reduces the weapon AP cost by 1. Dual shot adds 2 AP to the cost. The problem is the dual shot +2 is overwriting the -1 instead of factoring in the fact that it is a single fire weapon. So the game is calculating dual shot correctly on burst weapons but overcharging on single fire. Instead of X-1+2 it's doing X+2.
    2. fmi
      fmi
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      • 2 kudos
      I see. Hope they patch this in the next update. 

      Thanks for the fix!
    3. ragnakore
      ragnakore
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      • 1 kudos
      @Ryan,

      Very good explanation. Please post this in Description.

      Nice nice!

  3. christianerding2
    christianerding2
    • member
    • 15 kudos
    Thx for this fix, makes dual wield useable again...