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https://pastebin.com/aBEVn7gR
insert the script in to the mod as such
Data / Scripts / anyfoldername / anyscriptname.cs
You just need to place your weapons id subtype into line 16 where it says YourSubtypeHere.
The script will have the game look at the ammo to trigger the fire instead of the barrel ( which is how missile sounds are triggered, the ammo vs the barrel)
All Hail Digi :)
Item ID:
MyObjectBuilder_AmmoMagazine/TelionAF_PMagazine_Gen2
Assembler blueprint ID:
MyObjectBuilder_BlueprintDefinition/TelionAF_Gen2_Ammo
This was a find that occured while using my inventory manager script, that tries to create a blueprintId by combining the subtypeId with "MyObjectBuilder_BlueprintDefinition/" to create a MyDefinitionId for the assemblers. This works for most of the vanilla items with some exceptions that are already treated and also many other mods have their naming that way.
So a blueprintId "MyObjectBuilder_BlueprintDefinition/TelionAF_PMagazine_Gen2" would be awesome ;)
Very nice modification and great look :)
I only have a small question.
Can you standardize the naming of the ID blueprint because in assembler there is another name for "ammunition" and another name see the scripts for example LCD2 or scripts for autocrafting.
Example:
what he sees in the assembler is called "Telion Impact Slug (Gen2)"
and the scripts see "Telion AF_PMagazine_Gen2"
Greetings and thanks for your work.
Can this weapon target meteors and/or missiles effectively? Or is there another weapon in the pack that would be more effective.