[Modding Bug] projectile type ammo ignores custom particle if using explosive damage
Reported
When i add explosive damage to my projectile type ammo, it ignores designated particles and instead uses default explosion
ammo properties:
<Id> <TypeId>AmmoDefinition</TypeId> <SubtypeId>20mmHEBelt</SubtypeId> </Id> <BasicProperties> <DesiredSpeed>900</DesiredSpeed> <SpeedVariance>0</SpeedVariance> <MaxTrajectory>1500</MaxTrajectory> <BackkickForce>185</BackkickForce> <PhysicalMaterial>HEBullet20mm</PhysicalMaterial> </BasicProperties> <ProjectileProperties> <ProjectileTrailScale>0.4</ProjectileTrailScale> <ProjectileTrailProbability>1</ProjectileTrailProbability> <ProjectileTrailColor x="1" y="0.3" z="0.225"/> <ProjectileHitImpulse>1</ProjectileHitImpulse> <ProjectileMassDamage>50</ProjectileMassDamage> <ProjectileExplosionDamage>20</ProjectileExplosionDamage> <ProjectileHealthDamage>0</ProjectileHealthDamage> <ProjectileExplosionRadius>0.25</ProjectileExplosionRadius> <HeadShot>true</HeadShot> </ProjectileProperties>attached are videos which demonstrate particles
also as an added info;
missile type ammo ignores any custom particles and just uses default particles when lifetime ends/max trajectory is reached (ie; not hitting anything)
Hello, Constantine Carlos!
Sorry to hear you're experiencing this issue. Could you please supply a mod in which you are experiencing the issue for us to take a look at? Please supply any reliable steps to help us reproduce the issue too :) Is this something that has started happening after the most recent update?
Kind Regards
Laura, QA Department
Hello, Constantine Carlos!
Sorry to hear you're experiencing this issue. Could you please supply a mod in which you are experiencing the issue for us to take a look at? Please supply any reliable steps to help us reproduce the issue too :) Is this something that has started happening after the most recent update?
Kind Regards
Laura, QA Department
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