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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3571068454
Anyway, you can simply redefine the `magnification` attribute
class PistolOptic;
class RangerOptic : PistolOptic {
s_pipMagnification = 0.69;
};
About the requiredAddons, assuming that `RangerOptic` is an item you've created, I suggest not adding sGunplay as a required addon; this way your mod will work with or without sGunplay :)
If instead you're "overriding" a property of an item that I define in sGunplay itself, you want to add it as a required addon to ensure your mod gets loaded after, hence effectively overriding the property
class RangerOptic: PistolOptic
thats how its set up on my config and seems to act like the vanilla PistolOptic, tho i'd want it to have just a tad more(so the head stays still but the pip zooms in a bit more than by default). Do i add sGunplay as req and add the code under the scope or in the main config?
give this a read: https://community.bistudio.com/wiki/Class_Inheritance
In short: if your item class inherits from the "original" item class, then yes, it will inherit optics effects too
[code]
class OriginalOptic : ItemOptics {
name = "Original optic";
s_pipMagnification = 0.69;
// other things here...
};
class YourOptic : OriginalOptic {
name = "your new fancy optic";
};
[/code]
YourOptic will inherit pip attributes
If you'll ever find some unbalanced weapons or attachments, feel free to report them on the discord server
Are you using some broken/misconfigured modded weapon? If so, is the server using the appropriate patches?
Also, what attachments are you using? (they heavily affect recoil)
> The recoil is as if it were controlled by a 10 year old child
no weapon has such strong recoil, unless it's a bug