So, I'm using the Starvation Mod as a base, and adding on my own ammo types based on server requests. Thing is, I'm somewhat new to .xml editing, and as such I'm mostly basing ammo off of preexisting types to simplify things.
Problem is, one of my ammo types (Depleted Uranium 5.56 bullets) are functionally useless in-game. They can be loaded and fired, but have no impact on the enemies.
Also... I was attempting applying a burning molotov effect to a Flamethrower. But while that worked in SP, it failed to function in Multiplayer (every attempt I made to use it caused crashing, IE: a flaming arrow that left a burning pool)
This is the attempt to get the ammo to work.
Problem is, one of my ammo types (Depleted Uranium 5.56 bullets) are functionally useless in-game. They can be loaded and fired, but have no impact on the enemies.
Also... I was attempting applying a burning molotov effect to a Flamethrower. But while that worked in SP, it failed to function in Multiplayer (every attempt I made to use it caused crashing, IE: a flaming arrow that left a burning pool)
This is the attempt to get the ammo to work.
This is the "default" 5.56 mm Bullet<item id="1087" name="556_Depleted_Uranium"><property name="CustomIcon" value="556mmBullet" />
<property name="CustomIconTint" value="088718" />
<property name="Meshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab" />
<property name="Material" value="brass" />
<property name="HoldType" value="21" />
<property name="Stacknumber" value="500" />
<property name="Weight" value="1" />
<property class="Attributes">
<property name="GetQualityFromWeapon" value="true" />
<property name="EntityDamage" value="100,200" />
<property name="BlockDamage" value="100,200" />
<property name="ApplyBuff" value="1, 1" param1="radDesolation" />
</property>
<!-- STK ammo -->
<property name="CraftingSkillGroup" value="craftSkillGuns" />
<property name="EconomicValue" value="25" />
<property name="Group" value="Ammo/Weapons" />
<property name="EconomicValue" value="25" />
</item>
"default" Depleted uranium Bullet<item id="610" name="556mmBullet"><property name="Meshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab" />
<property name="Material" value="brass" />
<property name="HoldType" value="21" />
<property name="Stacknumber" value="500" />
<property name="Weight" value="1" />
<!-- STK ammo -->
<property name="CraftingSkillGroup" value="craftSkillGuns" />
<property name="EconomicValue" value="25" />
<property name="Group" value="Ammo/Weapons" />
</item>
I can post the arrow/ flamethrower if anyone thinks they can lend a hand there... I think I recall someone mentioning tha having two burning effects causes issues?<item id="644" name="762mmBulletPL"><property name="Extends" value="762mmBullet" />
<property name="Weight" value="1" />
<property class="Attributes">
<property name="GetQualityFromWeapon" value="true" />
<property name="EntityDamage" value="50,100" />
<property name="BlockDamage" value="50,100" />
<property name="ApplyBuff" value="1, 1" param1="radDesolation" />
</property>
<!-- <property class="Action1">
<property name="Class" value="Projectile" />
<property name="Explosion.ParticleIndex" value="4" />
<property name="Explosion.RadiusBlocks" value="1" />
<property name="Explosion.BlockDamage" value="10" />
<property name="Explosion.RadiusEntities" value="1" />
<property name="Explosion.EntityDamage" value="20" />
<property name="Velocity" value="200" />
<property name="FlyTime" value="0" />
<property name="LifeTime" value="8" />
<property name="Buff" value="radiation1" />
<property name="Buff_chance" value="0.5" />
</property> -->
<property name="EconomicValue" value="25" />
</item>
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