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Dizzy_XC

Second Lieutenant
May 23, 2018
132
0
Couple questions and then some clarifications, please.

How can I create a weapon that is Move or Fire? If the mech or vehicle moves, the weapon cannot fire. How do you do this?

How do you disallow for aimed shots? I want a direct fire artillery weapon that cannot use aimed shots. This possible?

How to get a weapon to use more than one ammo per shot without increasing the shots it fires?

And for the following .json stats, what exactly do these do? Can you confirm or answer my notations on each?

"StartingAmmoCapacity" : 4, // I assume this weapon gets this much ammo without having dedicated ammo?
"Damage" : 40, // Base damage of weapon per hit?
"OverheatedDamageMultiplier" : 0, // Does this do more damage to units that have overheated?
"EvasiveDamageMultiplier" : 0, // Same as above, if a unit has an evasive pip, will this do more damage to it?
"EvasivePipsIgnored" : 0, // I assume this ignores units under evasive?
"DamageVariance" : 0, // How does this value work? What numbers can I put in here and how? "1-20"? Is this an RNG number? How do you represent this value if it's one to ten?
"AccuracyModifier" : 0, // Negative numbers increase accuracy and positive numbers make it harder to hit?
"CriticalChanceMultiplier" : 1.0, // I think this increases the chance of the weapon to do crits, "2.0" would be 100% more crit chance?
"AOECapable" : false, // Area of Effect, but what does it do? Will nearby units take damage if this value is "True"?
"IndirectFireCapable" : false, // Toggles between direct fire and whether or not can also shoot indirectly.
"RefireModifier" : 0, // I have no idea what this does. Do you?
"ShotsWhenFired" : 4, // This seems to do 4x whatever the "Damage" value is, which above would be (40x4).
"ProjectilesPerShot" : 4, // This seems to be visual and auditory only. I dont think this affects anything else, purely cosmetic.
"AttackRecoil" : 2, // is this the modifier for consecutive shots? So positive numbers are harder to hit, negative are bonuses to hit?
"BattleValue" : 0, // No idea here...​
 
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I can't answer all, but here is what I can answer:

Couple questions and then some clarifications, please.

How can I create a weapon that is Move or Fire? If the mech or vehicle moves, the weapon cannot fire. How do you do this?

How do you disallow for aimed shots? I want a direct fire artillery weapon that cannot use aimed shots. This possible?
You cannot do this through .json editing alone. You'd have to write a .dll in order to do this. Interesting ideas,though!

"StartingAmmoCapacity" : 4, // I assume this weapon gets this much ammo without having dedicated ammo?

Yes.
"Damage" : 40, // Base damage of weapon per hit?
Yes.
"EvasivePipsIgnored" : 0, // I assume this ignores units under evasive?
It doesn't ignore all evasive, but it does ignore however many pips this value is set to.
"DamageVariance" : 0, // How does this value work? What numbers can I put in here and how? "1-20"? Is this an RNG number? How do you represent this value if it's one to ten?
It does allow for damage fluctuation, yes. I do not know exactly how it works though. I would assume a value of 5 would be +-5, but this is untested by me.
"AccuracyModifier" : 0, // Negative numbers increase accuracy and positive numbers make it harder to hit?
"CriticalChanceMultiplier" : 1.0, // I think this increases the chance of the weapon to do crits, "2.0" would be 100% more crit chance?
Yes and yes.
"IndirectFireCapable" : false, // Toggles between direct fire and whether or not can also shoot indirectly.
Yes.
"RefireModifier" : 0, // I have no idea what this does. Do you?
This is the penalty for consecutive shots.
"AttackRecoil" : 2, // is this the modifier for consecutive shots? So positive numbers are harder to hit, negative are bonuses to hit?
This is the amount of instability that is done to your mech when they fire this weapon.
"BattleValue" : 0, // No idea here...
HBS had apparently toyed with a BattleValue system to balance drops. This is an artifact from its time. Currently it doesn't do anything.
 
Thanks don Zappo! Very helpful. Here are questions that still remain and some new ones!

So for disallowing aimed shots and enabling move or fire, we need a .dll file and I suppose that'd have to be customized toward a particular weapon. Whats the link for creating .dll's for modtek?

How to get a weapon to use more than one ammo per shot without increasing the shots it fires?

"CriticalComponent" : false, // If set to true, will this blow up if it takes a critical and destroy the section that its located in along with everything else in that section?
"AOECapable" : false, // Area of Effect, but what does it do? Will nearby units take damage if this value is "True"?
"OverheatedDamageMultiplier" : 0, // Does this do more damage to units that have overheated?
"EvasiveDamageMultiplier" : 0, // Same as above, if a unit has an evasive pip, will this do more damage to it?
"DamageVariance" : 0, // How does this value work? What numbers can I put in here and how? "1-20"? Is this an RNG number? How do you represent this value if it's one to ten?​
 
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You asked for it!

[Mod Edit: No unapproved links: Github] Mpstark/ModTek/wiki/Writing-ModTek-DLL-mods
 
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Thanks. I think. I created the Battlestar Pegasus for FTL and the custom animation I did for that gun looks about as hard as this. Dunno if I'll get into that just yet! Be nice to have someone on the payroll that could help me create an artillery gun that disallowed aimed shots and could either move or fire, not both.

I still need to know how to get a weapon to use more than one round per shot without tying into it shooting more than once. So far, to get a gun to use 3 ammo, it will also fire 3x. Not what I want.
 
Thanks. I think. I created the Battlestar Pegasus for FTL and the custom animation I did for that gun looks about as hard as this. Dunno if I'll get into that just yet! Be nice to have someone on the payroll that could help me create an artillery gun that disallowed aimed shots and could either move or fire, not both.

I still need to know how to get a weapon to use more than one round per shot without tying into it shooting more than once. So far, to get a gun to use 3 ammo, it will also fire 3x. Not what I want.
Out of curiosity, why do you need this? Seems like the same thing would be accomplished by scaling the ammo per ton by 1/3.
 
Interesting, when I gave my 'gauss' gun 10 rounds and left the ammo category "AmmoCategory" : "", blank, it had infinite ammo.

How do I setup a gun with a built in internal box magazine and NOT allow it to be able to have additional ammo?
 
For instance, in GTWeaponsDiversity, theres a AC/10+++ that fires 2x and it's damage is 30x2. I dont think he realizes that gun goes thru ammo 2x as fast as a normal single shot AC/10 that shoots once at 60 dam.
 
Flamer doesnt start with any ammo. "StartingAmmoCapacity": 0, and the "AmmoCategory": "NotSet",

Perhaps if I set the ammocategory to NotSet and the StartingAmmoCapacity to 10, it will get 10 rounds... Ill try it.

You need to look at the actual weapon defintion (in data/weapon)

Here's a snippet with the value bolded and in red

{
"Category" : "AntiPersonnel",
"Type" : "Flamer",
"WeaponSubType" : "Flamer",
"MinRange" : 0,
"MaxRange" : 90,
"RangeSplit" : [
90,
90,
90
],
"AmmoCategory" : "Flamer",
"StartingAmmoCapacity" : 6,
"HeatGenerated" : 0,
"Damage" : 5,
"OverheatedDamageMultiplier" : 0,
"EvasiveDamageMultiplier" : 0,
"EvasivePipsIgnored" : 0,
"DamageVariance" : 0,
"HeatDamage" : 10,
"AccuracyModifier" : 0,


Note that there is flamer ammo defined... but you can never get it.

Ammo def:

{
"Description" : {
"Id" : "Ammunition_Flamer",
"Name" : "Flamer Ammo",
"Details" : "Flamer Ammo. SHOULD NOT BE PURCHASABLE OR AVAILABLE!!! Flamers should have internal ammo only.",
"Icon" : null,
"Cost" : 0,
"Rarity" : 0,
"Purchasable" : false
},
"Type" : "Normal",
"Category" : "Flamer",
"HeatGenerated" : 0,
"HeatGeneratedModifier" : 1,
"ArmorDamageModifier" : 1,
"ISDamageModifier" : 1,
"CriticalDamageModifier" : 1
}

Ammo box def:

{
"AmmoID" : "Ammunition_Flamer",
"Capacity" : 6,
"Description" : {
"Cost" : 0,
"Rarity" : 0,
"Purchasable" : false,
"Manufacturer" : "Generic",
"Model" : "Flamer",
"UIName" : "Flamer",
"Id" : "Ammo_AmmunitionBox_Generic_Flamer",
"Name" : "Flamer",
"Details" : "Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Ammo Bins will explode and destroy their installed location when they receive a Critical Hit. Flamer Ammo Bins each contain 6 rounds and may feed multiple weapons.",
"Icon" : "uixSvgIcon_ammoBox_Support"
},
"BonusValueA" : "",
"BonusValueB" : "",
"ComponentType" : "AmmunitionBox",
"ComponentSubType" : "Ammunition",
"PrefabIdentifier" : "",
"BattleValue" : 0,
"InventorySize" : 1,
"Tonnage" : 1,
"AllowedLocations" : "All",
"DisallowedLocations" : "All",
"CriticalComponent" : false,
"statusEffects" : [

],
"ComponentTags" : {
"items" : [
"component_type_debug"
],
"tagSetSourceFile" : ""
}
}