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Making the enemy miss way more is kinda the point of smoke grenades aint it?
also, is this gonan be updated?
BTW: If you are going to the trouble of making personal-use compatibility patches for the weapon mods you use, perhaps it wouldn't hurt to try to contact the mods' authors and offer them the patch or ask them if it would be okay to share it? Just a thought. They might appreciate it, even. I know other players would.
Its funny you bring that up, I was just looking at their wiki today because I wanted to make some of the weapon mods I use compatible with the mod (Just for my personal use, of course). So it seems logical that I make my own mods compatible as well, come to think of it. There are probably a couple more nodes that i'll need to add other than <bulk> once I see exactly the way they changed grenades and mortars (if at all).
Have you considered creating a -conditional- xpath patch for compatibility with Combat Extended? (Their wiki explains how [github.com].) This isn't a gun mod. But wouldn't it need the addition of <bulk> tags for CE to indicate how much space the weapon takes up in the pawn's inventory? (I suspect your Smoke Mortar might need the same.)
Good suggestions. The game could use more non-lethal ways to deal with raiders. It would require some more involved coding and i'm not yet that experienced, but i'll look at it as a way to learn.
@silentdeth Just uploaded the Smoke Mortar, link is above.
Smoke mortars sound like fun. Thanks for the suggestion!
Done!
The smoke reduces the chance to hit of any projectile that passes through it. So its useful when trying to maneuver past turrets or cover a downed pawn, but it also works both ways.
I believe there's a chance for raids to spawn with smoke grenades as they're set to be industrial tech. But they'd probably just be throwing them at your pawns like regular grenades. I'll mess around a little to see if I can make them a little smarter about it.