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As an aside, I have no idea why removing the drone would have any effect. It's config isn't even linked to any of the other weapons. But I gave up trying to understand this game years ago.
You can discover the problem through this video
When the player sits in the cockpit and enters the enemy's automatic weapon attack range, the enemy's automatic weapon will not launch an attack, and the player will become normal after leaving the cockpit
This issue may even affect other weapon mod
Through testing, if I remove the drone from your mod, this phenomenon will not occur
Install this mod, and enemy weapons will not launch automatic attacks when players are seated in the cockpit
In the meantime, the blocks should show up if you do a search in the G-Menu.
You set it up like any WC weapon, with a fire button on your toolbar. Set the weapon in the Terminal to Keypress and shoot it like a normal missile launcher.
There are six different color ammos for the energy weapons. You need to set Cycle Consumable and Force Reload on your toolbar for each weapon or weapon group and then use those to change the color.
and it is possible to change le the colors of the projectils ? Because a try to made another choice but theu still in default (Red).
At this point I'm considering some small grid weapons but I don't plan on making it much more extensive than that.
It's the only way I can find to stop turrets behaving like this. It's not a config we can control; this is inherent to WC.
As and when I decide to add to this pack I can certainly consider these suggestions.
Full Internal Report to follow immediately in High Embarrassment Factor code.
Knife-Missiles (large grid, compact launcher, deploys 10-20 (up to you) very little, long black "missiles" that speed towards the target, deploying "cutting-fields" as they get close, like the plasma blades mod, and essentially slicing the ship, idk how, but thats the idea, if possible great if not, ok);
Hypergrid-Intrusion "Gridfire" Impulsers(channelling of the Energy Grid into real space. It has a blindingly white appearance and, should be like the 2cm laser mod just tuned WAY up);
E-Dust(animated "smoke" that orbits and slowly eats grids for 10 seconds, fired from a missile);
Plasma-Chambers(Fancy way of saying "special plasma animation delivered by displacer", the idea is to pop a stream of plasma somewhere around the target, like if it came out a very small wormhole, also should have VERY long range);
H&H. BTB.
{trans. "H&H. BTB." = Hale & Hearty. Back To Business.}
x(E)GSV No Patience And No Time (cllsgn NPANT)
oQarannia (call-signed "A")
some weapon mod ideas:
Displacers (Teleports various types of ordnance close to the target from very far away, works best on stuff thats not moving and is very easy to dodge, like deploying a small sphere of missiles,);
Effectors(multi-purpose electro-magnetic manipulation device, fancy words for "hacks like the hacking block mod, from a VERY long distance);
CAM-Warheads(superheavy saturation warheads that nukes voxels with wierd explosion patterns/effects, 100 blocks radius or something, up to you);
Nanohole guns(fires a micro-black hole at very high speeds that remains stationary opon impact, lasts for an small ammount of time, and yes, sucks stuff in if possible and f*cks with gravity while active;
but yeah their "aim tolerance" has them shooting 180 degrees away from the target;if a target is locked, they just start shooting no matter where they're aiming