Note: this will not be updated for BT 1.7. If you want or need WeaponRealizer functionality, use CMiSSioN Custom Ammo Categories (see below).
CMiSSioN told me that my "fix" broke the damage variation feature. If you want a properly working version please consider using Custom Ammo Categories https://github.com/CMiSSioN/CustomAmmoCategories
Get the latest version from https://github.com/Red1812/BT-WeaponRealizer/releases. Do not click the source code links.
Battletech:Game Mod - experiments in restoring lost functions to weapons, and adding new ones.
This supercedes my previous mod Weapon Variance
- Multishot Ballistics - see
ShotsWhenFired
in def - Clustered fire ballistics (LBX) - this is based on having a tag
wr-clustered_shots
, and will fire a cluster of sizeProjectilesPerShot
from weapon def - Multishot Lasers - see
ShotsWhenFired
in def - Damage variance +/- around specified damage - see
DamageVariance
in def - Increased damage done when overheated - see
OverheatedDamageMultiplier
in def - Heat damage converted to normal damage vs. vehicles, buildings, and turrets
- Damage dropoff by distance - configured by tag on weapon def of format
wr-variance_by_distance-X
;X
is a multiplier that controls the rate at which damage diminishes with distance - Refire Modifier crit multiplication - weapons can now have a bigger refire penalty when damaged (critted); see setting
damagedWeaponRefireModifierMultiplier
- Weapon Jamming - weapons with weapon defs tagged
wr-jammable_weapon
can jam, based on refire modifier andjamChanceMultiplier
/wr-jam_chance_multiplier-X
;X
multiplies the refire modifier to determine a percent chance of jamming happening; Rolls against gunnery skill to save vs. jam and unjam are preformed.
MIT © 2018 Joel Meador