Hello Everyone,
I have recently jumped into XML Mod development and have had some decent success thusfar. I decided to try and take things a step further and create 'flaming' 9 MM ammunition. I have tried several different options but none seem to work quite accurately enough.
Currently, I have the gun accepting the new type of ammo and allowing me to load the gun/reload/etc with it. It will also fire properly and deal damage like a normal bullet will. The issue is that it is purely functioning just as a regular ammo bullet as opposed to igniting the zombies on fire (similar to the flaming arrow mechanics I tried to copy into the item).
Any thoughts on what I may be doing wrong at the moment?
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I have recently jumped into XML Mod development and have had some decent success thusfar. I decided to try and take things a step further and create 'flaming' 9 MM ammunition. I have tried several different options but none seem to work quite accurately enough.
Currently, I have the gun accepting the new type of ammo and allowing me to load the gun/reload/etc with it. It will also fire properly and deal damage like a normal bullet will. The issue is that it is purely functioning just as a regular ammo bullet as opposed to igniting the zombies on fire (similar to the flaming arrow mechanics I tried to copy into the item).
Any thoughts on what I may be doing wrong at the moment?
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Code:
<item name="ammo9mmBulletFlaming">
<property name="Extends" value="ammo9mmBulletBall"/>
<property name="DisplayType" value="ammoBulletHP"/>
<property name="EconomicValue" value="14"/>
<property name="DescriptionKey" value="ammoHPGroupDesc"/>
<property class="Action0">
<property name="Class" value="Projectile"/>
<property name="Explosion.ParticleIndex" value="0"/> <!-- no expl. -->
<property name="FlyTime" value="0"/>
<property name="Gravity" value="0"/>
<property name="LifeTime" value="14"/>
</property>
<effect_group name="ammo9mmBulletFlaming" tiered="false"> <!-- ammoArrowFlaming -->
<passive_effect name="EntityDamage" operation="base_set" value="32"/>
<passive_effect name="BlockDamage" operation="base_set" value="6"/>
<passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/>
<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,metal,cloth"/>
<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="other" cvar="$buffBurningFlamingArrowDuration" operation="set" value="14">
<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="0"/></triggered_effect>
<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="other" cvar="$buffBurningFlamingArrowDuration" operation="set" value="15">
<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="1"/></triggered_effect>
<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffBurningFlamingArrow"/>
<display_value name="dEntityDamageFire" value="60"/>
<display_value name="dDuration" value="5"/>
</effect_group>
</item>