Jagged Alliance 3

Jagged Alliance 3

47 ratings
Damage Control
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21 Nov, 2023 @ 11:00am
18 Dec, 2023 @ 6:30am
4 Change Notes ( view )

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Damage Control

Description
Adds mod options to set Burst fire, MG and Full-Auto damage modifiers.

Vanilla lowers all of them by 50%, but with this mod you can adjust them all individually to fine tune the game's difficulty to your liking.
24 Comments
Dad Smith 10 Aug, 2024 @ 8:31am 
I do not see any difference and i have it set to 100% for everything.
Did they nerf MG and burst fire so much that it still can't do much at 100%?
This game is nothing like JA2 where you received real damage per shot.
Someone needs to mod these weapons damage to do what bolt action rifles do if the MG and LMG use rifle cartridges.
Kemco 5 Aug, 2024 @ 4:40pm 
any chance to adjust the mod so the settings only affect your team? either the weapons are a bad joke in auto fire mode or you make them "realistic", but the enemy literally one shots you with full auto...
Kemco 3 Aug, 2024 @ 11:07am 
does this also count for the enemy?
Ares Predator 24 Mar, 2024 @ 7:39am 
The damage of AK each shot is a wit. And why in Hell is it lowered even more for a burst or autofire each shot ? The difference of single, burst and autofire is not the power of the projectile but the accuracy.
Baka Racker 11 Dec, 2023 @ 2:27pm 
Pew Pew Pew!

10/10 Would spray and pray again.
Timmeh  [author] 5 Dec, 2023 @ 1:42pm 
@Thanks for the info toni, I'll look into it.
@nemezis, I'll consider adding more such options. good ideas
1nemezis 5 Dec, 2023 @ 1:34pm 
For me this mod works just fine with 1.3, and with other mods. Could I to this mod adjustable damage modifier for run and gun?, also I would love to have ability to change Dual wielding debuf %, and bonus % from Ambidextrus, as well % for Burst, long Burst, Autofire, and many more... ;)
Toni 4 Dec, 2023 @ 11:28pm 
@Timmeh - In regards to the Mod Editor error (re: CurrentModOptions), that got a bit twitchy since 1.3 At several points during the entire lua loading process, "CurrentModOptions" is *effectively* nil. It exists, but you can't pull any data/values from it. In your mod's case, since the code is relatively simple, all you need to do is use "forward declaration" to shut the error up.

Move the first code block (lines 1 - 4):
function OnMsg.ApplyModOptions(mod_id)
ApplyAutofireDamageMod()
end

down to the very end so the function is loaded/defined in the code before it attempts to run and the editor won't complain.

Cheers though in any case. This is an upgrade for what I was using previously, which did most of the same things except I had to manually edit the values all the time. lol
Timmeh  [author] 28 Nov, 2023 @ 5:31am 
It should, but I think the action button doesn't display the correct values for run and gun.
Max 26 Nov, 2023 @ 11:01pm 
Will this change Run and gun mechanics for smg`s as well?