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CustomNPC's projectile power turns into a multiplier when Flan's Mod ammo is equipped
Bu0ngiorno opened this issue ยท 12 comments
I have an issue regarding CustomNPC's that use Flan's Mod ammo as their projectiles:
As you see in the image, the NPC's basically one shot the villagers (doing 60 damage for every projectile) if they use the Flan's Mod ammo as their projectile, but with another type of projectile (i personally always used the CustomNPC's "golden bullet" for my NPC's) they do the damage assigned in their "projectile type" settings.
To specify more on the issue: in this case i am using "Flan's Mod NPC Vehicles" mod to let the NPC's shoot their Flan's Mod guns like if they are a regular player (hence making the fights between or against them more accurate). So i don't even know if it's that mod that's responsible for the issue or FMUSE itself, but i am posting this issue here on the GitHub anyways.
Yeah, both the gun and the ammo have an impact on damage - they're multiplied together in Flansmod. Do you give the NPC a gun, or just the ammo? The NPC nor the bullet should know about the gun damage if they've just got the ammo.
Yeah, both the gun and the ammo have an impact on damage - they're multiplied together in Flansmod. Do you give the NPC a gun, or just the ammo? The NPC nor the bullet should know about the gun damage if they've just got the ammo.
I am sure that with or without a Flan's Mod gun, the NPC will only be based around the ammo, i know this because yesterday i made some more testing by putting an HBM's NTM gun (totally different mod) in the NPC's hands and gave him Flan's Mod ammo and there wasn't any difference, the problem stays.
@GoldSloth UPDATE: I reported the issue to the "Flan's Mod NPC Vehicles" Discord server and now they are aware of it.
Turns out the problem is related to the "projectile options" in the NPC's editor tab, where the projectile's "power" (which is supposed to be the amount of damage that the projectile deals) acts as a multiplier only for Flan's Mod ammo (EXAMPLE: ammo does 10 dmg, you set the power to 6, it deals 60 dmg, not 6 dmg like it's normally supposed to do).
That makes sense. I guess the solution would be to set the projectile power to 1 in customnpc or change it in flansmod configs the same
That makes sense. I guess the solution would be to set the projectile power to 1 in customnpc or change it in flansmod configs the same
I mean, i guess it would indeed be a temporary "solution", like i did. But i personally want my NPC's, especially the ones that have assault rifles or smg's, make less than 10 dmg per hit to be more easy to beat, especially if you just want to make fun PVE battles against them without sweating it too much like if it was a PVP. All of it without going through the complicated process of changing the Flan's configs, lol! ๐๐
Sorry, I don't really know how that mod works - we don't do anything particularly unusual or registering damage so I'd think it was that mod that's causing the issue. You can ask on the smp.de discord because a few folks there have used customNPCs - https://discord.gg/dEKg4jbn
Sorry, I don't really know how that mod works - we don't do anything particularly unusual or registering damage so I'd think it was that mod that's causing the issue. You can ask on the smp.de discord because a few folks there have used customNPCs - https://discord.gg/dEKg4jbn
Oh, alright no problem. Thanks for replying once again to my issue, i'll use your advice and see what i can come up with then. ๐
@GoldSloth UPDATE: Flan's Mod ammo overrides all of the projectile options, but only both damage and speed are treated differently it seems.
Also should i close this? Honestly, the issue doesn't seem to regard FMUSE in the first place, it looks like more of a Flan's Mod NPC Vehicles' issue.
Yes please, if there's something specific we can do to help with this you can reopen another issue.
@GoldSloth alright.