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GECK Weapon Mod: Regenerate Ammo (Seconds)... what?


CopperBoltwire

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I wish to make a weapon mod that starts to regenerate ammo as soon as the mod is added, but both Regen' Ammo (shot) and (second) seems to be "nul" in activity.

 

I read this: http://geck.bethsoft.com/index.php/Weapon_Mods

But it's not very clear what the fields do...

 

Anyone able to explain it in a different way that might make more sense to not only me, but to others whom also might have trouble with these two?

 

--

 

I know i can just put regen on the weapon to start, but i do NOT want regen from the get go, i want it as a part of an upgrade.

 

I already made a custom weapon, and it's mod, i just need to make the mod work so it starts to regen the ammo...

 

I'm usually not an oaf with GECK, but these two options completely elude me...

 

Hope someone out there with decent GECK skills can point me in the right way.

 

 

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Not having used them before, but from that description, it sounds like they work this way:

  • Regenerate Ammo (Seconds) is for use on a weapon that should regenerate ammo over time, and just reduces that time (or increases it with positive values)
  • Regenerate Ammo (Shots) says that every Nth shot should 'create' one extra shot that does not reduce the ammo count of the weapon.

For what you want, try making a weapon mod with Regenerate Ammo (Seconds) and set it to a positive value of say, 2. That should be that ever 2 seconds, it will generate one ammo.

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I wish to make a weapon mod that starts to regenerate ammo as soon as the mod is added, but both Regen' Ammo (shot) and (second) seems to be "nul" in activity.

 

Hope someone out there with decent GECK skills can point me in the right way.

Can't claim to have any mad skills, but my impression is that the "regenerate ammo (seconds)" weapon mod is for a weapon like the recharger pistol/rifle. Notice this line "Value #1 is the number of seconds added to the weapon's recharge time." implying your working with a weapon using the regen rate, yet from your description (regenerate ammo as soon as the mod is added) it seems your base weapon doesn't have any value for the regen rate?

 

 

The replenishment per a shot *should* be working fine (that functions on the laser RCW fine).

 

I'll look at the MF Hyperbreeder Alpha and see if there's anything to be gleaned from it.

Edited by devinpatterson
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If it functions purely by adding to the regen value, then I don't see why it shouldn't be able to add regen seconds to a weapon that didn't have them before, by using a positive number.

 

The best solution is of course to just make a quick weapon clone and some mods and test it. Don't even have to clone a mod, just tell it to use the 10mm mods and give them some different on-weapon values.

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If it functions purely by adding to the regen value, then I don't see why it shouldn't be able to add regen seconds to a weapon that didn't have them before, by using a positive number.

Yep your spot on, just did it. No regen rate on a 10mm pistol variant, altered the laser RCW mod to increase regen seconds. As soon as I modded it, ammo started regenerating. No problems.

 

Don't know what is mucking up DonDidDon's mod :sad:

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Thanks for the replies.

My major problem is that i did not understand how the worked...

A bit later today i'll be testing out some more with these "mods" and see what results i get, if anyone is interested to know the results, i'll gladly post my "findings" here...

I know it's bit basic, but considering how weirdly it's written on the GECK wiki... it might be helpful to some people to get a better description, right?

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