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I guess MWB just doesn't work with ammo efficiency perks then.
My guess with zero scripting experience is that MWB dislikes when each shot consumes anywhere between 0 to 0.9999 bullets and not 1 bullet exactly
Maybe add an option to have ammo efficiency perks instead refill 1 ammo immediately upon consumption or something?
not that i don't enjoy the things that arise from the stat modifiers, but trying to make a progressive scaling preset whilst every effect is almost 30-70% bonuses due to the tier system makes that rather difficult!
hemoshock/electroblast/cosmic being able to spawn on level 1 gear is also a bit of a balancing nightmare.
I can make the ConVar set a hard limit instead of only during the spawning process.
The health kits teleporting is an anti-lag / entity limiting measure, which I now realize is quite irrelevant with the new prop anti-lag measure. It will be disabled by default in the next update.
Skill Name: Ammo Consumption.
Weapon Engine: Tactical RP Weapons, or TacRP for short.
Weapon Type: A Shotgun that uses shells one by one.
How do I change the weapons available in the Coin Shop? I want my own weapon packs to appear in the chop and changing the list in CCVCCM doesn't appear to work, it just reverrs when I change map.
[Insane Stats] lua/insane_stats/sh_wpass2.lua:943: Tried to use a NULL entity!
1. SetKeyValue - [C]:-1
2. InsaneStats_GetAttributeValue - lua/insane_stats/sh_wpass2.lua:943
3. v - lua/insane_stats/sv_wpass2_basemods.lua:3445
4. Run - lua/includes/modules/hook.lua:102
5. ApplyWPASS2Attributes - lua/insane_stats/sh_wpass2.lua:767
6. ApplyWPASS2Modifiers - lua/insane_stats/sv_wpass2.lua:751
7. unknown - lua/insane_stats/sv_wpass2.lua:1825
Timer Failed! [Simple][@lua/insane_stats/sv_wpass2.lua (line 1820)]
Not creating entity 'weapon_base' - too many edicts! (8176 current, 8177 allocated, 8192 max)
I've fixed it on my end, turns out that chunk of code didn't get updated along with the rest a long time ago. The proposed code is exactly what I was going to do, except the "if not pos then return end" part, that's redundant.
Right...
-- get nearest player
local pos = ent:GetPos()
if not pos then return end
local closestPlayer = game.GetWorld()
local closestSqrDist = math.huge
for i,v in player.Iterator() do
local sqrDist = pos:DistToSqr(v:GetPos())
if sqrDist < closestSqrDist and v:InsaneStats_GetEntityData("xp") then
closestPlayer = v
closestSqrDist = sqrDist
end