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Laser Pistol damage always 1


babyjebu5

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I changed the iDamage value to 3 for laser pistol, added unlimited ammo, but also reduced all pistol ranges to 10, reduced environment damage, and reduced critical chance on lasers, so my heavily-modified laser pistol entry is like this (split up on multiple lines for readability):

Weapons=(iType=eItem_LaserPistol,

ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_Overwatch,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,

Properties[0]=eWP_Pistol,Properties[1]=AnyClass,Properties[2]=eWP_UnlimitedAmmo,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,

iDamage=3,iEnvironmentDamage=20,iRange=10,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=10,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0)

 

I lost the original entry for the laser pistol somewhere along the way (my "original" contains at least one change, possibly others); if I had that I could see if reverting entirely undid the damage change (I am sure it would) and then test from there. Alternatively, does anyone have ideas why the damage is always 1 with the laser pistol now?

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Experiments failed: Editing the damage value has no effect anymore. Changed it to 5 to no avail.

 

Changing the damage value on the laser pistol made me notice my laser rifle damage is higher than it should be (6, when I set it to 5). When I set it to 1 just now, it again gave me a damage value 1 higher than this (2), telling me there is a damage adjustment made after this. I need to locate these as well it would seem to tell what is causing this issue?

Edited by babyjebu5
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I'm no coder, but I do believe that damage decreases when the target is further away (with the exception of sniper rifles), which is then further amplified by the range attribute; a weapon with shorter range will have greater falloff on the damage for any given distance to the target.
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Banjo's suggestion is much more efficient, if you use Steam for anything besides X-Com, or like to have new patches when they're out, so you can see what was fixed/broken.

 

Sure, more efficient, but not more reliable. I've had so many complaints from people who didn't start Steam in offline mode but either tried to start the game normally or they failed at blocking the EXE. I now know that the most reliable method is starting Steam in offline mode. Other methods often fail due to user error.

 

It's better to first try the easy solution and make sure the mod is not at fault, and only then try the more complicated solution that is prone to user error. That way if a problem happens, you know where it went wrong.

 

If you would've told the OP to edit his hosts file, he might have come back later with the exact same problem, and then you don't know if it's the mod at fault or the user failing at loading the mod properly.

Edited by BlackAlpha
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