the missile launcher seems to be no longer working in version 2.1, the ammunition will be displayed as 0:( update: If you save while driving an armed vehicle and then read the save, the missile launcher will be able to function normally, but when you get off the vehicle and get back on, it will not be able to use and the ammunition will be displayed as 0.
Could you by chance add documentation where you explain the different customizable combat settings/attributes? I am bit confused about the concrete effect / definitions (like base amount / total amount / charges / etc.).
As far as I understand for the category "Vehicle Weapon Modifiers":
MACHINE GUN:
Total Amount: Shots To FIre [COULDN'T FIGURE IT OUT]
Base Magazine Size [sets the maximum bullets capacity of the machine gun magazine]
ROCKET LAUNCHER:
Projectile: Base Amount Per Shots [COULDN'T FIGURE IT OUT]
Total Amount: Projectiles Per Charge [The amount of single rockets/projectiles being shot with a mouse click]
Total Amount: Launcher Salvo Charges [Sets amount of multiple charges being shot with a single click]
Base Amount: Launcher Charges [Initial amount of rocket charges when entering a vehicle for the first time (The amount of rocket-charges can be checked at the HUD in the bottom right corner) ]
Max Chorges: Projectiles [Maximum capacity for rocket-charges (1 charge = "Total Amount: Projectiles Per Charge") ]
Total Amount: Projectile Chorges [MY GUESS AFTER PLAYING A BIT AROUND]
- This attribute isn't related to the rocket launching function (pressing "shoot" / mouse click) - Which means: It doesn't set the amount of projectiles being shot as a charge - But it configures the amount of projectile needed to be reloaded as a "charge" - So if you set the reloading time for a projectile to 1sec and this attribute is set to "5" ==> "1 charge" counts as loaded to the 'magazine' after 5sec (one projectile for each second)"
Multiploer Amount: Projectile Chorges [UNKNOWN - NOT TESTED]
Thank you for this mod! We are getting real close to the old Car Wars game by Steve Jackson Games. Really CDPR could spin off an AutoDuel game from this.
Does this impact cars you own or cars you find that already have weapons? For example, my galena gecko that has a turret seems to be depleting the ammo.
The mod should be in place for all weaponize vehicles as well as your owned one. I have to look into it. I think on personal vehicles perks that's connected to the vehicle may cause conflict. I haven't tested it yet but I will try to make some time to look into it.
Thank you for the quick reply. It seems the rockets work on my vehicles but not the turret. I am ok with this though lol. The rockets are more fun. Thank you again!!!
if it is possible you should make an addition to fetch a ride that makes it able to hover over water and remove/lower cooldown for the rockets and emps
28 comments
update: If you save while driving an armed vehicle and then read the save, the missile launcher will be able to function normally, but when you get off the vehicle and get back on, it will not be able to use and the ammunition will be displayed as 0.
I am bit confused about the concrete effect / definitions (like base amount / total amount / charges / etc.).
btw....really appreciate your work here :)
MACHINE GUN:
ROCKET LAUNCHER:
- Projectile: Base Amount Per Shots [COULDN'T FIGURE IT OUT]
- Total Amount: Projectiles Per Charge [The amount of single rockets/projectiles being shot with a mouse click]
- Total Amount: Launcher Salvo Charges [Sets amount of multiple charges being shot with a single click]
- Base Amount: Launcher Charges [Initial amount of rocket charges when entering a vehicle for the first time (The amount of rocket-charges can be checked at the HUD in the bottom right corner) ]
- Max Chorges: Projectiles [Maximum capacity for rocket-charges (1 charge = "Total Amount: Projectiles Per Charge") ]
- Total Amount: Projectile Chorges [MY GUESS AFTER PLAYING A BIT AROUND]
- This attribute isn't related to the rocket launching function (pressing "shoot" / mouse click)- Which means: It doesn't set the amount of projectiles being shot as a charge
- But it configures the amount of projectile needed to be reloaded as a "charge"
- So if you set the reloading time for a projectile to 1sec and this attribute is set to "5" ==> "1 charge" counts as loaded to the
'magazine' after 5sec (one projectile for each second)"