Barotrauma

Barotrauma

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ExosuitHeavyWeapons
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26 Jun, 2023 @ 12:21pm
1 Aug, 2023 @ 8:34am
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ExosuitHeavyWeapons

In 1 collection by ThatTallSteve
Galactic Pact Campaign 2
30 items
Description
Lack of Update 5/21/2025
Currently no plans to finish/flesh out this anymore than it is. Busy working on a UE5 project. If anyone want to fork this that's fine.

Btw the weapons are pretty much HMG code with parts swapped out for the corresponding turret code. The damage you take from using an exosuit gun with out an exosuit is conditional on an affliction equaling 0

<Conditional recoilstabilized="lte 0" />

Exosuit give a value of 1

<Affliction identifier="recoilstabilized" amount="1" />

So if you want other mod equipment to work with these guns, you just need to get them to add that line.

Or fork the mod and just remove

<StatusEffect type="OnUse" target="Character" disabledeltatime="true" comparison="and">
<Conditional recoilstabilized="lte 0" />
<Affliction identifier="stun" strength="10" />
<Affliction identifier= "explosiondamage" strength="10" />
</StatusEffect>

from all 3 guns and they won't give self damage ever

End Lack of Update

Ever since the exosuit was added I wanted some weapons that are only usable with the exosuit.

'Mobile Coilgun' and 'Mobile Pulse Laser' are mostly done. For some reason the first shot is a dud, but then the gun works fine. Also piercing ammo and tri laser ammo are not taking as much durability damage as they should.

'Mobile Chaingun' does not function well. It works, but I couldn't get the charge up to work.

Using any of the guns without an Exosuit will put you in a downed state in addition to stun now.

Next update may include some animation.
17 Comments
ThatTallSteve  [author] 21 May @ 10:18am 
Currently no plans to finish/flesh out this anymore than it is. Busy working on a UE5 project. If anyone want to fork this that's fine.

Btw the weapons are pretty much HMG code with parts swapped out for the corresponding turret code. The damage you take from using an exosuit gun with out an exosuit is conditional on an affliction equaling 0

<Conditional recoilstabilized="lte 0" />

Exosuit give a value of 1

<Affliction identifier="recoilstabilized" amount="1" />

So if you want other mod equipment to work with these guns, you just need to get them to add that line.

Or fork this mod and just remove

<StatusEffect type="OnUse" target="Character" disabledeltatime="true" comparison="and">
<Conditional recoilstabilized="lte 0" />
<Affliction identifier="stun" strength="10" />
<Affliction identifier= "explosiondamage" strength="10" />
</StatusEffect>

from all 3 guns and they won't give self damage ever
kyro 10 Apr @ 12:22pm 
ong i want more mech dedicated weapons maybe a giant sword/club like the one from i parry everything
Different 6 Jun, 2024 @ 7:14pm 
Please make it work with some of the exo frames from the Robotrauma mod
mikl.gluck 11 May, 2024 @ 4:04pm 
как механик мейнер одобряю
Scratch_999 25 Dec, 2023 @ 10:34am 
i love this mod :steamthis::steamthumbsup::barotrauma::captainclown:
Moon-Shadow 24 Oct, 2023 @ 2:07pm 
The weapons only need an Exo that is also created as an Exo, so any normal suit in Exo design will not do anything.

"Black Sea Armory" is as it looks on pictures a real Exo, so it should be possible to use the weapons with this mod.

I haven't seen the other mod yet, but if these are also real Exo, then it also works with them.

Had when testing the weapon also tested another mod that has a diving suit included which has an exo design, but is considered a diving suit and it also mentions that it is not an exo, with that it also did not work, so almost dead on the first shot and thereby also fallen over as if you had none on.

If a mod says that a suit is an exo, and not just looks like one, then he goes with these weapons.
VelxraTV 24 Oct, 2023 @ 10:48am 
will this work with "mechno's and duke's maddened black sea armory" mechs as well?
Moon-Shadow 20 Sep, 2023 @ 1:50am 
(3)

It also looks like they only do as much damage as the turret versions, so they are also a bit weak with this slow rate of fire, as the turrets are already not strong per shot.

Not to install a battery, which would actually go empty too quickly, so it would have to be set to very low consumption, so that the fire rate can also be increased, but you can also leave out the battery, it is already necessary to use the Exo Suit.

And ammo lasts almost forever in coilgun and chaingun because both portable versions fire much slower than the turret versions.

With turrets you should be able to set a consumption, because I know at least 1 submarine that is set to infinite shots with a pulse laser, but is also wired differently, and ammunition not to change, if it would make this portable version fits because there are 3 weapons.

Weapon is fire rate, ammunition is damage, and therefore fire rate should be a bit faster, and accuracy should be higher if you already need an exo suit.
Moon-Shadow 20 Sep, 2023 @ 1:49am 
(2)

Tested again, now that I know how to create enemies in the editor.

Individually created several Mudraptor and Husk, and tested each weapon with all ammo types.

Since the weapon can only be used safely with an Exo Suit, there is no need to add a high weapon skill, except higher than specified would improve accuracy as a bonus, Pulse fits the accuracy, the other two are far too inaccurate for their slow fire rate with their low damage.

The Coilgun is much less accurate than the Turret versions , especially the Chaingun.

The pulse laser can stay as it is, accurate and strong, not too fast or too slow.

Don't know if it will be locked for bots to use as a weapon as there will be no prompt to put on an exo suit before using weapons. / It is important that the bot does not take it, but also does not drop it when it is in the hand because you change the character.
Moon-Shadow 20 Sep, 2023 @ 1:49am 
(1)

Info when you adjust the weapon because someone has written something in the comments, you should also give info there as a creator that you have adjusted something, you do not have to write what, if it is written in the workshop where it should be, but in comments also info.

So that you can see what has already been taken over by whom, and when you test it whether you can make a suggestion that brings something.