I'm a-fiddlin'. A lot.
On the topic of .asset files, I have managed to open a few of them in a hex editor, which gave me file types of Unity FS. Also, rummaged a bit inside them and saw that AC weapon effect is mentioned as just a "bullet", a trait which is unique to ACs, and looks like its just a VFX thing, without any actual structure. However, UABE won't let me see the projectile type for the MG - don't know why. I'd say that specific entry gives the MG multifire in the current game engine environment.
And now to SSRMs;
Managed to decompile Assembly-CSharp.dll, and found detailed instructions how to create a weapon effect in the folder tree (in the .dll's Battletech folder, files which have "Effect" in the name). My guess is you would have to create something like a small laser with a "tag" effect, and then tie that effect into the SSRM launcher fire bool true/false value. Or more specifically, create a support weapon OR a piece of kit without any prefabs, as long as it's shown in the weapon list, which when fired/used creates an effect on your 'Mech, and then create a SSRM system which fires only when you have the mentioned "tag" effect on you (ie. Weapon Lock Enabled). Also, as far as I know, you can add multiple effects on a piece of gear, so would it be a good idea to include a Sensor Lock into the entire "if clause" shenanigan? If nothing else, for SLRMs maybe? Somehow. This is just a step up from random brainstorm/fart. (I am literally typing this with one eye open, the second one is being kept open by the second can of famous M energy drink.
) Seeing your forum signature, I'd say you have more of an inkling what to do and how to do it.
I'm uploading all decompiled files from the Assembly-CSharp.dll with this post, there are some interesting things inside, so whoever wants to dig in, be my guest. (I hope its allowed by forum rules) I used MS Visual Studio 2017 to open them, and Notepad++ works as well. Have fun folks.
On the topic of .asset files, I have managed to open a few of them in a hex editor, which gave me file types of Unity FS. Also, rummaged a bit inside them and saw that AC weapon effect is mentioned as just a "bullet", a trait which is unique to ACs, and looks like its just a VFX thing, without any actual structure. However, UABE won't let me see the projectile type for the MG - don't know why. I'd say that specific entry gives the MG multifire in the current game engine environment.
And now to SSRMs;
Managed to decompile Assembly-CSharp.dll, and found detailed instructions how to create a weapon effect in the folder tree (in the .dll's Battletech folder, files which have "Effect" in the name). My guess is you would have to create something like a small laser with a "tag" effect, and then tie that effect into the SSRM launcher fire bool true/false value. Or more specifically, create a support weapon OR a piece of kit without any prefabs, as long as it's shown in the weapon list, which when fired/used creates an effect on your 'Mech, and then create a SSRM system which fires only when you have the mentioned "tag" effect on you (ie. Weapon Lock Enabled). Also, as far as I know, you can add multiple effects on a piece of gear, so would it be a good idea to include a Sensor Lock into the entire "if clause" shenanigan? If nothing else, for SLRMs maybe? Somehow. This is just a step up from random brainstorm/fart. (I am literally typing this with one eye open, the second one is being kept open by the second can of famous M energy drink.
I'm uploading all decompiled files from the Assembly-CSharp.dll with this post, there are some interesting things inside, so whoever wants to dig in, be my guest. (I hope its allowed by forum rules) I used MS Visual Studio 2017 to open them, and Notepad++ works as well. Have fun folks.