Jump to content

Is SetAmmoProjectile function even works for setting projectile to "None"?


dudeapocalypse

Recommended Posts

So YUP changes 40mm ammo projectile from "None" to 40mmGrenadeProjectile, which overrides Frontier's grenade launchers custom projectiles (and of course their attached new explosions too) with vanilla ones.

 

Apparently "None" allows variety, while any other projectile type just overrides every using this ammo weapon projectile with itself, despite the fact that weapon may have it's own custom projectile set.

For example: let's say some mod adds a unique grenade rifle which uses 40mm grenades but is set to fire flame globs like Incinerator. If YUP is active, this weapon will just shoot basic vanilla 40mm grenade projectiles with ballistic explosions.

 

Replacing 40mm ammo projectile through script works, but only with a concrete projectile name, like:

SetAmmoProjectile Ammo40mmGrenade TFMB40mmGrenadeProjectile

But it's not a solution, because people may not want these Frontier overrides for the vanilla 40 mm grenade weapons.

 

This command seems to be a better choice, because it should just return everything to vanilla settings:

SetAmmoProjectile Ammo40mmGrenade ; (Sets the projectile to None)

but it doesn't seem to have any effect in game, so my question is - is it maybe known to be bugged, or is it possibly me doing something wrong?

Edited by dudeapocalypse
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...