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AUGER without resources, how to do ?

ArNaLdInHo

Tester
can you help me, i need a normal AUGER but with right button destroys blocks very fast but dont get any resources, do you know how ? and show the destruction on block like normal AUGER.

i have this code, it works but it get resources and dont show damage like normal does :

Code:
    <property class="Action1"> 

        <property name="Class" value="Ranged"/>
        <property name="Hitmask_override" value="Melee"/>
        <property name="UseMeleeCrosshair" value="true"/>
        <property name="Single_magazine_usage" value="false"/>

        <property name="Magazine_items" value="carBattery"/>
        <property name="Bullet_material" value="metal"/>
        <property name="Infinite_ammo" value="true"/>
        
        <property name="ToolCategory.Butcher" value="0" param1="0"/>

        <property name="Sound_start" value="Auger_Fire_Start"/>
        <property name="Sound_repeat" value="Weapons/Motorized/Auger/auger_fire_lp"/>
        <property name="Sound_end" value="Weapons/Motorized/Auger/auger_fire_end"/>
        <property name="Sound_empty" value="auger_empty"/>
        <property name="Sound_reload" value="Auger_Reload"/>
        <property name="Particles_muzzle_smoke" value="nozzlesmoke_chainsaw"/>
        <passive_effect name="BlockRange" operation="base_set" value="8"/>
        <passive_effect name="BlockDamage" operation="base_set" value="20000"/>
        </property>
 
can you help me, i need a normal AUGER but with right button destroys blocks very fast but dont get any resources, do you know how ? and show the destruction on block like normal AUGER.

i have this code, it works but it get resources and dont show damage like normal does :

    <property class="Action1"> 

        <property name="Class" value="Ranged"/>
        <property name="Hitmask_override" value="Melee"/>
        <property name="UseMeleeCrosshair" value="true"/>
        <property name="Single_magazine_usage" value="false"/>

        <property name="Magazine_items" value="carBattery"/>
        <property name="Bullet_material" value="metal"/>
        <property name="Infinite_ammo" value="true"/>
        
        <property name="ToolCategory.Butcher" value="0" param1="0"/>

        <property name="Sound_start" value="Auger_Fire_Start"/>
        <property name="Sound_repeat" value="Weapons/Motorized/Auger/auger_fire_lp"/>
        <property name="Sound_end" value="Weapons/Motorized/Auger/auger_fire_end"/>
        <property name="Sound_empty" value="auger_empty"/>
        <property name="Sound_reload" value="Auger_Reload"/>
        <property name="Particles_muzzle_smoke" value="nozzlesmoke_chainsaw"/>
        <passive_effect name="BlockRange" operation="base_set" value="8"/>
        <passive_effect name="BlockDamage" operation="base_set" value="20000"/>
        </property>



Hi ArNaLdInHo

You need to add this: (I think so) to show you statistics, in case it doesn't go like this, look for auger in the original items.xml file and see how it goes.

 <property name="DisplayType" value="motorTool/>



Also check this: you have it at 0.

Code:
[COLOR=#ebe7e3] [/COLOR][COLOR=#e8bd89]<property[/COLOR][COLOR=#ebe7e3] [/COLOR][COLOR=#df897a]name[/COLOR][COLOR=#d9b180]=[/COLOR][COLOR=#7ea9c4]"ToolCategory.Butcher"[/COLOR][COLOR=#ebe7e3] [/COLOR][COLOR=#df897a]value[/COLOR][COLOR=#d9b180]=[/COLOR][COLOR=#7ea9c4]"0"[/COLOR][COLOR=#ebe7e3] [/COLOR][COLOR=#df897a]param1[/COLOR][COLOR=#d9b180]=[/COLOR][COLOR=#7ea9c4]"0"[/COLOR][COLOR=#e8bd89]/>[/COLOR]
 
Hi ArNaLdInHo

You need to add this: (I think so) to show you statistics, in case it doesn't go like this, look for auger in the original items.xml file and see how it goes.

 <property name="DisplayType" value="motorTool/>



Also check this: you have it at 0.

 <property name="ToolCategory.Butcher" value="0" param1="0"/>





Yep, like example above have that but still get resources :(

 
Yep, like example above have that but still get resources :(


So you want the auger to not get any resources, only to destroy?
Check if you have something like this:

"HarvestCount"

If you have it, set it to 0 or remove the line, I hope that helps...

 
So you want the auger to not get any resources, only to destroy?
Check if you have something like this:

"HarvestCount"

If you have it, set it to 0 or remove the line, I hope that helps...


only to destroy no recources.

like when removing something fast break stuff and dont get intact...

i removed the line and also tried with set to 0

removing Works half, dont get resources but ....

i cant see block damage :(  and in that server i sow it shows block damage ....

 
only to destroy no recources.

like when removing something fast break stuff and dont get intact...

i removed the line and also tried with set to 0

removing Works half, dont get resources but ....

i cant see block damage :(  and in that server i sow it shows block damage ....


I don't know much about mods playing on server, it could be some server error.
Have you tried playing single player and see if the same thing happens?

P.S. you could share a picture of the problem.

 
i'm doing this localy no server.

with that modification, destroys blocks OK

example normal auger when hit a safe 5000 hit points it start cownting down to ZERO until it breaks

but with that code above hit the safe and dont show 5000 hitpoints :(  like normal one does, it still destoys but dont show the values of damage left ...

 
i'm doing this localy no server.

with that modification, destroys blocks OK

example normal auger when hit a safe 5000 hit points it start cownting down to ZERO until it breaks

but with that code above hit the safe and dont show 5000 hitpoints :(  like normal one does, it still destoys but dont show the values of damage left ...


This should go like this:

<effect_group name = "meleeToolPickT3Auger">
          <passive_effect name = "BlockRange" operation = "base_set" value = "8" />
         <passive_effect name = "BlockDamage" operation = "base_set" value = "20000" />
</effect_group>

This goes under property.

Change meleeToolPickT3Auger by the name that you have put.
This may be the problem, if you don't have it that way.

 
Last edited by a moderator:
<effect_group name="Secondary Action">
<passive_effect name="HarvestCount" operation="perc_add" value="-1" tags="secondary"/>
<passive_effect name="BlockDamage" operation="base_set" value="2000" tags="secondary"/>
</effect_group>


Try that

 
Last edited by a moderator:
<item name="meleeToolPickT3Auger">
<property name="Tags" value="melee,heavy,tool,motorTool,attStrength,perkMiner69r,perkMotherLode,miningTool,canHaveCosmetic"/>
<property name="DisplayType" value="motorTool"/>
<property name="HoldType" value="20"/>
<property name="Meshfile" value="#Other/Items?Tools/augerPrefab.prefab"/>
<property name="Material" value="MMotorToolParts"/> <property name="Weight" value="6"/>
<property name="RepairTools" value="resourceRepairKit"/>
<property name="SoundIdle" value="Auger_Idle"/>
<property name="Particles_muzzle_smoke" value="nozzlesmoke_chainsaw"/>
<property name="Group" value="Tools/Traps"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="EconomicValue" value="1500"/>
<property name="UnlockedBy" value="meleeToolPickT3AugerSchematic"/>
<property name="ShowQuality" value="true"/>

<property class="Action0">
<property name="Class" value="Ranged"/>
<property name="Hitmask_override" value="Melee"/>
<property name="UseMeleeCrosshair" value="true"/>
<property name="Single_magazine_usage" value="false"/>
<property name="Magazine_items" value="ammoGasCan"/>
<property name="Bullet_material" value="metal"/>
<property name="Reload_time" value="4.1"/>
<property name="Sound_start" value="Auger_Fire_Start"/>
<property name="Sound_repeat" value="Weapons/Motorized/Auger/auger_fire_lp"/>
<property name="Sound_end" value="Weapons/Motorized/Auger/auger_fire_end"/>
<property name="Sound_empty" value="auger_empty"/>
<property name="Sound_reload" value="Auger_Reload"/>
<property name="Particles_muzzle_smoke" value="nozzlesmoke_chainsaw"/>
<!-- <property name="DamageBonus.wood" value=".25"/> -->
<!-- <property name="DamageBonus.head" value="3"/> -->
<property name="SupportHarvesting" value="true"/>
<property name="ToolCategory.harvestingTools" value="1" param1="-1"/>

<effect_group name="Secondary Action">
<passive_effect name="HarvestCount" operation="perc_subtract" value="-1" tags="butcherHarvest"/>
<passive_effect name="BlockDamage" operation="base_set" value="2000" tags="butcherHarvest"/>
</effect_group>

</property>

<effect_group name="meleeToolPickT3Auger">
<passive_effect name="EntityDamage" operation="base_set" value="4.2" tags="perkMiner69r"/>
<passive_effect name="BlockDamage" operation="base_set" value="20.7" tags="perkMiner69r,miningTool"/>
<passive_effect name="RoundsPerMinute" operation="base_set" value="300" tags="perkMiner69r"/>
<passive_effect name="DegradationMax" operation="base_set" value="1400,4200" tier="1,6" tags="perkMiner69r"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/>
<passive_effect name="MaxRange" operation="base_set" value="2.35" tags="perkMiner69r"/>
<passive_effect name="BlockRange" operation="base_set" value="3.5" tags="perkMiner69r"/>

<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

<passive_effect name="SphereCastRadius" operation="base_set" value=".1"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="100" tags="perkMiner69r"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tags="perkMiner69r"/> <!-- random effective rng -->
<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15" tags="perkMiner69r"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkMiner69r"/> <!-- tier bonus -->
<passive_effect name="PlayerExpGain" operation="perc_add" value="-.3" tags="Harvesting"/>
<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15" tags="perkMiner69r"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkMiner69r"/> <!-- tier bonus -->

<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkMiner69r"/> <!-- random DegMax -->
<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkMiner69r"/> <!-- random APM -->
<passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> <!-- random MagazineSize -->
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkMiner69r"/> <!-- random WeaponHandling -->

<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="wood"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1000" tags="perkMiner69r"/>
<passive_effect name="MagazineSize" operation="base_set" value="300" tags="perkMiner69r"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1" tags="perkMiner69r"/> <!-- 3.5s -->

<passive_effect name="SpreadDegreesVertical" operation="base_set" value=".5" tags="perkMiner69r"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value=".5" tags="perkMiner69r"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="-.35" tags="perkMiner69r"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".35" tags="perkMiner69r"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.35" tags="perkMiner69r"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".35" tags="perkMiner69r"/>

<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1" tags="perkMiner69r"/>
<passive_effect name="WeaponHandling" operation="base_set" value="5" tags="perkMiner69r"/>
</effect_group>
</item>




i changed in the original game files with your code and with this one and get resources, i need just destroy and no resources and show block damage

 
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