Barotrauma

Barotrauma

45 ratings
Semi-Automatic Pistol
   
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File Size
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42.734 KB
15 Jun, 2023 @ 4:22pm
23 Feb, 2024 @ 4:35pm
24 Change Notes ( view )

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Semi-Automatic Pistol

In 1 collection by frog
amphibious weaponry
7 items
Description
highly recommended crafting mod can be found here

this is a small-scale mod which adds a handgun meant to bridge the gap between the revolver and the smg
    stats
  • firing mode: semi-automatic
  • mag size: 13rds
  • accuracy: medium
  • includes slot for flashlight

    purchasing
  • price: ~220mks
  • availability: past 15 difficulty

magazines are craftable (2 for the same price as smg mags),
but the pistol is not without this mod

they can also be held in stacks of 3 owing to their smaller size

also includes depleted fuel magazines

notes:
i think its still very rarely possible for the pistol to jam entirely.
use the added recipe to refabricate the pistol if it happens to get stuck

this technically also allows you to retool it for a higher quality, so massive w i guess

please let me know of any issues!
Popular Discussions View All (1)
0
1 Mar, 2024 @ 11:52am
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Jeroop5
41 Comments
Wehrmachgt 22 Mar @ 8:26am 
Good but theres no firerate threshold which makes it too op and unfun to use
Scout Gaming 21 Mar @ 6:58pm 
Why tf is this not vanilla yet
frog  [author] 23 Feb, 2024 @ 4:35pm 
fixed, never saw this, sort of abandoned the game
tysm
dustybear 6 Nov, 2023 @ 12:19pm 
I fixed this by changing line 32 to "<GreaterComponent/>" and leaving out the TimeFrame element. The intended behaviour is restored, and it doesn't throw errors to the console anymore.
dustybear 6 Nov, 2023 @ 9:51am 
If the game is spitting an error on that line, and the item is functioning fine anyway, then it leads me to wonder if the line can be deleted or modified to stop the error going to the console.
frog  [author] 6 Nov, 2023 @ 2:24am 
forgot to mention that i am entirely unsure of any way to go about fixing it, i do promise that i have tried
frog  [author] 6 Nov, 2023 @ 2:23am 
it does, its basically used as a true / false value to determine whether or not the magazine is empty and therefore if the slide should lock back. something in the recent updates seems to have broken something which is causing the mod to throw errors, although the pistol itself still seems to work exactly the same way as it was

tldr blame daedalic :)
dustybear 5 Nov, 2023 @ 11:27am 
When I use this mod, it spits an error into the console claiming it can't set greatercomponent's timeframe. When I looked in the pistol.xml, at line 32 it says: "<GreaterComponent TimeFrame="1" />". This seems like it doesn't belong there, is this intentional?
Henry 28 Oct, 2023 @ 3:08pm 
not necessary but i would say the crafting recipe for ammo could be tweaked to have the "alternative material" thing that all vanilla ammo has now, just an idea
Henry 28 Oct, 2023 @ 3:03pm 
it did work :steammocking: