Deceptive Pastry
Refugee
Just thought this info might be useful for those stacking effects from ammo, weapons, and mods or different effects using trigger="onSelfEquipStart" depending on which ammo is being used. eg. the shotgun assuming we have standard shotgun shells loaded into it when we pull it out, and a muzzle brake attached:
First any effects from an effect_group on ammoShotgunShell are loaded, followed by effect_groups attached to gunPumpShotgun, and finally effect_groups from modGunMuzzleBrake.
First any effects from an effect_group on ammoShotgunShell are loaded, followed by effect_groups attached to gunPumpShotgun, and finally effect_groups from modGunMuzzleBrake.