Tsukos Posted September 12, 2019 Share Posted September 12, 2019 I am trying to put together an arm cannon mod to go with the various Samus Zero Suit and Power Suit mods on Nexus, since the only arm cannon mod I can find is m150's Arm Laser Gun. I've gotten everything I wanted to do for the mod finished except for two things.I cannot figure out the relationship between bHoldInputtoPower, fFullPowerSeconds, and fMinPowerPerShot. I can set fMinPowerPerShot to an absurdly low number and see no damage difference between a charged shot and an uncharged shot, am I missing something? I'd love to have a charge beam barrel since this is a metroid-themed weapon. I've been looking at the Gamma Gun Signal Carrier OMOD and the Gauss Rifle and followed how those are set up, but am not getting the results I want. Related, I'm not sure how to get the weapons to emit a charging sound or visual, I can't find the appropriate entries in CK. The other thing that has me stumped is that I would like to add a magazine which has infinite ammo similar to how Aeturnus works. the issue I'm running into is that I have a bunch of receiver/capacitor OMODS that change the weapon's damage type and ammo type and in order to get this infinite ammo magazine to work properly I need it to set poAmmo to AmmoFusionCore, but when I try it in-game the capacitor ammo type overrides the magazine. I've tried messing with the operators and using ADD and REM instead of SET, but that doesn't function either, setting the capacitor ammo back to the base weapon's ammo type. I've tried changing the priority in the OMOD entries but I don't believe that affects what I'm trying to achieve. Is what I'm attempting to do even possible without delving into custom scripting? I am a total newcomer to making my own mods and this is my little starter project. Any assistance would be greatly appreciated. Link to comment Share on other sites More sharing options...
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