Stovepipe
Featuring a new failure method: Failure to enter battery! Check Youtube for more info. More high quality default positions thanks to @drummerdude2003. Implements graphical failures to weapons, such as
模組介紹 作者原文
Failure To Enter Battery
Video Demonstration:
3.2.0 Stovepipe brings a new type of failure, failure to enter battery! This is totally adjustable in terms of probability.
There are 3 ways of fixing a failure to enter battery. First, you can force the slide forward. Next, you can cycle the slide and hope that it doesn't stick in the same place! Finally, if you have MagBoop installed, you can 'push' the slide forward, much like 'pushing' the magazine back into place.
Note if you pull the trigger while its failed to enter battery, the hammer will have dropped, so you may have to completely cycle the action again.
Note: Currently only works for handguns. I will most likely not add this to closed bolt weapons (m4, scar, etc.) because I can't seem to find a way to code the forward assist to work.
Double Feed Debug Mode
There is now a double feed debug mode! Note you must ensure that the bullet that spawns at the top must be used as the 'top' bullet, otherwise it will not work. Check out the youtube video for more.
Double Feeds
- Video of Double Feeds.
Newly added double feeds function for all closed bolt weapons, ARs/BRs/SMGs. The position is procedural, so may not be perfect in places. There are multiple steps to remedying a double feed failure:
- Remove the magazine.
- Rack the bolt back, to see if the bullets fall out on their own. It is possible only the lower bullet / none of the bullets will fall out.
- If this doesn't work, you can rack the bolt + shake the firearm, this may also only do the lower bullet, or none at all.
- Finally, if all else fails, you can manually remove the bullets my interacting with them.
All of these steps have probabilities associated with them, which may be edited in the config file, namely smidgeon.failuretoeject.cfg.
I do plan on adding this to handguns as well in future.
Note on Double Feeds
If you think the process of removing the bullets manually is too much effort, you can simply put the probabilities in the config file to 1, so you'll never have to remove them by hand.
Stovepipes
- New debug mode.
- New stovepipe manipulations.
New default positions were added thanks to @drummerdude2003, for 160+ guns in the vanilla game!
You can now grab the stovepiped round with your hand, as well as get rid of it using inertia.
For ARS/SMGS/BRs, you have to make sure the stovepiped bullet can actually fall out the gun (i.e. its facing towards the floor or it can fall out with inertia). Otherwise, it will not fall out. You can now also grab the bullet.
If you want any changes to any of the positions, DM me (details below).
This is a small mod that implements stovepipe failures for guns. Currently in developement. You can change the probability as your heart desires.
As far as I know, there is no compatibility issue with Meatyceiver.
Some of the bullet poses are slighlty odd (may clip through weapon slightly), because parts of this mod are very hacky:)
Debug mode
There is now a debug mode, this allows you to update the position / rotation of the bullet as well as allowing you to change the point where the slide stops. To access this, you need to change the failuretoeject.cfg in the config folder, specifically where it says "isDebug" to true.
Next, once you are holding a firearm, you may press right on the joystick you are using to hold the weapon.
This will spawn a debug bullet, you can move this around, you may also manipulate the slide. In debug mode it will stay where it is once you let go.
To save this, simply press down on the right joystick again and it will save it to User./AppData/Roaming/StovepipeData/userdefinitions.json.
Currently works for:
(Stovepipes)
- Closed Bolt Weapons
- Handguns
- Tube Fed Shotguns
- Open Bolt Weapons
Note with Debug mode
If you let go of the bullet while its in debug mode, you won't be abl
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