Space Engineers

Space Engineers

OKI Grand Weapons Bundle
Gauge 19 Dec, 2018 @ 8:35pm
Weapons Overhaul Compatability changes
Hi Okim,

I am finalizing my Weapons Overhaul mod. This mod effectivly replaces the existing weapons framework with a much more flexible one. It takes over the managment of projectiles and opens up more weapon properties to play with.

How it effects you:

It doesn't currently. Scripted weapons like lasers or railguns will need to interface with it since projectiles are being handled differently than normal. Non scripted weapons will function identically with or without the mod.

My Request:

I would like you to add some code to the deformation script you have. I would like to disable it if the weapons overhaul mod is runing. Deformation is not an issue when my mod is used.

More About my mod:

On session start, weapon information is consumed and stored. The mod uses those values as the baseline for spawning projectiles. Any weapon/ammo ID that is found in the mod config inherits new properties. Currently the features are: Bullet Drop, Penetration, Ricochet, and Ramping (RoF increase over time). These features can be edited and updated without a server restart. this will speed up weapon balancing and removing the need to reupload workshop mods.

The downsides to this mod is that there can only be a single instance of it running at a time. To do the magic it does, I over write a bunch of Keens actions with my own. This in turn would over write any other instance and render scripted weapons relying on keens actions useless.
Last edited by Gauge; 19 Dec, 2018 @ 8:41pm