Perforation adds an effect that must be on an OMOD for a weapon. I also wanted to restrict it to Automatic weapons, but the same routine could easily be modified to filter out / restrict to any classification of item that accepts an OMOD, like Armor.
While testing early versions, I destroyed Legendaries, made them un-Legendary, threw random weapons on the ground around me, stuck a Minigun in my eye, created Legendaries out of thin air, sent some items into an unending Void(), and turned Spray'n'Pray into a baseball bat.
I've just been able to adapt this into a simple function which allows the addition of a mod to an equipped weapon. What you've done here is pretty impressive, so thanks for figuring this out
Thanks for putting this up. This is good timing; pretty shortly I'll be investigating the feasibility of having under-barrel grenade launchers in WARS (as well as ammo-switching and whatnot), and this may be a great help.
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While testing early versions, I destroyed Legendaries, made them un-Legendary, threw random weapons on the ground around me, stuck a Minigun in my eye, created Legendaries out of thin air, sent some items into an unending Void(), and turned Spray'n'Pray into a baseball bat.