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Green Knight

First Lieutenant
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Jul 19, 2006
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I'm trying to make ACs shoot multiple times. Same with pulse lasers.

MGs do this. And missiles.

But no matter what I set "shotswhenfired" to, the game just groups the damage and applies it as one hit.

Is there something buggy here?
 
Why do you think it is bug? Autocannons/lasers/PPCs/flamers effect's code simply not using this value. It is just how they implemented. No one promise you they should.
Missile effect, for example, not using ProjectilesPerShot. Autocannons does.
 
Why do you think it is bug? Autocannons/lasers/PPCs/flamers effect's code simply not using this value. It is just how they implemented. No one promise you they should.
Missile effect, for example, not using ProjectilesPerShot. Autocannons does.

Thanks for the answer. So it's in the weapon Effect, which I can't access. I was starting to suspect it might.

[Mod edit: Flamebait]

Never claimed anybody promised anything. Just wanted to check in with the modding community, rather than spend time figuring it out.

Anyway. Have a good one.
 
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There no mod "enabling" this.
Only one mod working with latest patch and making it possible - CustomAmmoCategories. CAC rewriting most part of weapon effects code not "enabling" something.
But proper CAC setup is not for ordinary mind and its readme need to be read carefully.
 
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there are two values for this - fist, you mentioned "shotswhenfired". That handled number of shots fired for single attack. Then there is another value (i dont remember exact name) that handles number of shots per attack... its usually 1 for AC or Lasers.. if you change that value to 2, you will get 2 attacks from single weapon.
 
there are two values for this - fist, you mentioned "shotswhenfired". That handled number of shots fired for single attack. Then there is another value (i dont remember exact name) that handles number of shots per attack... its usually 1 for AC or Lasers.. if you change that value to 2, you will get 2 attacks from single weapon.
You are certainly do not know what you talking about. I know how BallisticEffect and LaserEffect working in 1.7.1 from inside. In unmodded game, if you change ProjectilesPerShot for laser it will change nothing. For ballistic is will change bullets count but it will be just visual.
Advice: if you do not know something exactly - better to keep silence than telling lie.
 
i did not modded the game for some time, so i do not know if they changed it for 1.7.1 or not... but "shotswhenfired" handled multishot weapons, while "projectilepershot" was purely visual thing.. If they changed it somehow, then it makes no sense..

if its like you say, then it must be a bug or something.... after all, this functionality is ENABLED for RAC and UAC cannons that are coming with Heavy Metal DLC...
 
There is a mod called "ShotCountEnabler" (by Morphyum) that turns on "ShotsWhenFired" for projectile weapons only. You can use it to create your own LB-X's and UAC's. Since we can't direct link, search: github - BattletechModders - ShotCountEnabler
Hopefully this setting will be enabled in 1.8, so there won't be need for this mod, I'm holding off on any major overhaul's of my mod until I see what 1.8 does "behind the seen".
 
in past i did change Pulse Lasers to shoot 2-3 times instead of single shot dealing less damage per shot so it definitely worked back then (so instead of single shot of 45DMG i had 3 shots with 15)... RAC is portrayed on official Heavy Metal picture (rotary autocannon with 3 barrels) And i would suggest you discussing with respect to others instead of using harsh language..
 
You are wrong

Weapon realizer enabled that after a request of mine

You are talking there to the guy who made the Custom Bundle

Aka you are telling the guy who rewrote the entire weapons and aura code, added vtols and enabled runtime prefab additions

You are talking to the guy who took over Weapon Realizer after that took over ShotCountEnabler

He did not use harsh language

He talks blunt and pragmatic

His facts are not less true because you presume intent and motivation in his language
 
being aggressive towards people who try to discuss things is not pragmatic.. i might be wrong in this particular issue, i did not mod the game for quite some time (since patch 1.3) but i definitely remember this working as I described and I did not use any of mods you mentioned. I was not telling lies ( you can only lie if its INTENTIONAL and you are aware of it), i was telling how i remembered. Must say i'm quite fed up with BT community, as being aggressive towards others seems to be a norm on this forum.
 
It never worked as you described

He told you you have been wrong

You instead decided to claim you cant be wrong with horrendously wrong claims

The Aggression is entirely your assumption and projection, he is direct and pragmatic

He literally is knee deep in the cut up guts of the source code

His claims have merit

Yours are easily proven wrong
 
btw,
[mod edit: no git hub]
no sign of RAC, as i said

i did not follow all Heavy Metal news, so no idea what is supposed to be introduced or not, but Title picture for DLC with a BullShark mech in forefront, there are clearly visible 3-barrel Rotary Autocannons... So, either HBS doesnt know the difference between Ultra-Autocannon and Rotary Autocannon, or they plan to give us RAC too..
 
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i'm pretty sure LBX-10 was never portrayed (in previous games or tabletop) as 3-barrel autocannon. But i might be wrong.. after all, whoever came with Battletech Tabletop had absolutely no idea how ballistic weapon work, and came with completely BS design with AC-2 having longest range but weakest damage while AC20 having extremely short damage.. in real life its the other way around... large ballistic guns tend to have longer range than small caliber guns.. Its beyond me why they couldnt come with realistic ballistics, where kinetic energy projectiles lose speed and deal less damage over distance (and then modify it for different gravity planets and ignore it for those where gravity is nonexistent)... it would give a lot more tactical options to the player and make ballistic weapons a lot more interesting than they are right now...

but i guess im getting offtopic here so i will stop. And regarding my previous posts, i want to apologize to you, it was not intentional, I trully believed this mechanics worked as I described. Anyway after looking at my older files, i was actually using some weapon mod, that had weapon effects altered, therefore it worked as described( i practically did not play the game since first DLC came out)... i just didnt realized vanilla game did not had it that way.. (which is kinda weird)
 
i did not follow all Heavy Metal news, so no idea what is supposed to be introduced or not, but Title picture for DLC with a BullShark mech in forefront, there are clearly visible 3-barrel Rotary Autocannons... So, either HBS doesnt know the difference between Ultra-Autocannon and Rotary Autocannon, or they plan to give us RAC too..
Those are UACs. Pretty sure the prefab art is from PGI, which has at least some UACs look like that from what I remember.
 
And regarding my previous posts, i want to apologize to you, it was not intentional
Never mind, bro :) (i hope you are not mind i call you bro)
Custom Ammo Categories, i think, is biggest dll mod changing weapon/damage implementation mechanics. So, maybe, i know about BTs weapons effects more than any single developer from HBS
 
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i'm pretty sure LBX-10 was never portrayed (in previous games or tabletop) as 3-barrel autocannon
LBX autocannons have been shown as multi-barrel in previous artwork. Take a look at the Atlas II artwork on Sarna for an example. Sarna's page on autocannons also states that while RACs are always multi-barrel, that any autocannons type may have multiple barrels, even standard autocannons (hence the in game affect)