I wonder if there is a way to make a cyberware arm upgrade based on Projectile Launcher System but shooting as a shotgun, like it is shown for Adam Smasher's arm upgrade in Johnny's memories? It seems to be an interesting alternative...
thats one of the first things i was looking for when i first started modding the game but sadly it hasnt been made. i think the launcher system is one of the most wasted potentials of the game. imagine a machine gun arm and a god damn flamethrower
The descriptions says "Maximum angle from the targeting reticle changed to 75 degrees" - is that parameter tweakable? I feel like I might want that angle even a bit smaller.
Amazing! This is one of those mods that CDPR should just copy and paste into the official patch.
I noticed that even with your mod the projectile still goes to the bottom left corner of the reticle. Is it possible to fix it so it actually fires at the center instead?
Currently, the mod only edits the homing function and overrides the center firing function. Editing the actual mechanics of center firing would likely take quite a bit of hunting to find whatever parameters are causing it to fire off center. So no promises, but I will take a look.
I've probably killed myself more often than my target with the launch system. Nothing like firing a rocket into what appears to be empty air only to have it explode prematurely- Because somehow it clipped a random object on the edge of your screen. Railings half your characters height are notorious for this. The hitbox can trigger even if your reticle is clearly pointed like 3 ft above said railing. Don't even get me started on firing though the gaps between solid objects- Even if you have more than enough space for a tiny missile to fly through. A darn shame because out of all Cyber Arms... The launcher is arguably the one with the most potential gameplay wise. Despite this it's still so dang satisfying when it works as intended.
for some reason cdp made it so the rocket launcher shoots to the left bottom corner instead of to the middle of the crosshair, technically you can learn to adjust the aim but lets be honest, in the middle of the fight you wont think about how to aim a rocket lmfao, honestly rocket launcher without this mod is borderline useless if not even harmful.
edit: technically the mod doesnt change that, but the feelinig is way better, basically as if these were smart rockets
also if there is some sort of system like that implemented in base game, it is really bad, i dont think i can recall one situation when rockets wouldd actually go where i want without me tryhard aiming them correctly.
As Lufa01 said, my experience of the launcher system without this mod is having the rockets always go down and to the left of my target reticle with the occasional activation of a smart targeting rocket. It was very inconsistent.
Working flawlessly, the change is immediately obvious. The launcher has even been often accurate enough to hit enemies poking their head out from behind cover. Amazing mod - 10/10
Kind of a weird ask, but would it be possible to make the projectile home on turrets? I have a hard time hitting them. I imagine that's fundamentally different from this mod in terms of code, but I just wanted to ask.
I will look into this. I'm not sure is the answer. The mod is currently set to target anything with the NPC tag. Turrets don't count it seems. If they have a clear tag category I could maybe tweak the script to include that tag. But I don't know what it is. Please comment or send me a message if anyone out there knows.
In the compatibility section of the description it says,
2. Sosuine's mod Tracking Projectile Launcher System also edits targeting parameters and was the inspiration for this mod. However, it does not contain the script edits which force the lock-on function to always take priority, or enable NPC's to be targeted outside of combat. I recommend choosing one mod or the other.
If you would like to combine mods, download Sosuine's mod and drag all contents from r6\tweaks\TrackingProjectileLauncherSystem and drop them into r6\tweaks\TrackingProjectileLauncherSystem after installing my mod. This will keep my scripting changes while adopting that mod's targeting distance and angle tweaks.
Shouldn't it say to drop the files in the folder r6\tweaks\IntuitiveProjectileLauncherSystem?
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imagine a machine gun arm and a god damn flamethrower
I noticed that even with your mod the projectile still goes to the bottom left corner of the reticle. Is it possible to fix it so it actually fires at the center instead?
edit: technically the mod doesnt change that, but the feelinig is way better, basically as if these were smart rockets
also if there is some sort of system like that implemented in base game, it is really bad, i dont think i can recall one situation when rockets wouldd actually go where i want without me tryhard aiming them correctly.
2. Sosuine's mod Tracking Projectile Launcher System also edits targeting parameters and was the inspiration for this mod. However, it does not contain the script edits which force the lock-on function to always take priority, or enable NPC's to be targeted outside of combat. I recommend choosing one mod or the other.
If you would like to combine mods, download Sosuine's mod and drag all contents from r6\tweaks\TrackingProjectileLauncherSystem and drop them into r6\tweaks\TrackingProjectileLauncherSystem after installing my mod. This will keep my scripting changes while adopting that mod's targeting distance and angle tweaks.
Shouldn't it say to drop the files in the folder r6\tweaks\IntuitiveProjectileLauncherSystem?
awesome work Thx !