Fat Man Weapon Mod

It has everything the original one has (almost)

  • Biggest explosion effect in the game
  • Insane damage + radius
  • Replaces PIAT
  • Replaces all ampula effects, disallow ampula guns when using this in your mission.

Code:

piat{
  _override:b=yes
  _use:t="main_weap_slots"
  _use:t="reload_not_empty_single_bullet"
  _use:t="ironsights_open_launchers"
  _use:t="gun_anim_offset_always_in_aim"
  reload__singleReloadMaxAmmo:i=1
  animchar__res:t="piat_char"
  gun__blk:t="content/enlisted/gamedata/weapons/piat.blk"
  item__template:t="piat_gun_item"
  item__proto:t="content/enlisted/gamedata/weapons/piat.blk"
  item__locDetails:t="Spigot AT Grenade Mortar"
  item__weapTemplate:t="piat_gun"
  item__name:t="items/piat"
  item__weapType:t="launcher"
  item__weight:r=15.0
  gun__locName:t="piat"
  gun__statName:t="launcher"
  gun__shotFreq:r=2.0
  gun__automaticReload:b=no
  gun_spread__maxDeltaAngle:r=0.05
  gun_deviation__omegaRange:p2=30.0, 90.0
  gun_deviation__omegaDevInc:p2=0.1, 0.5
  gun_deviation__movementRange:p2=3.0, 5.0
  gun_deviation__movementDevInc:p2=0.0, 6.0
  gun_deviation__onShotDeviationChange:r=0.0
  gun_deviation__shotTau:r=0.1
  gun_deviation__extraDeviationTau:r=0.15
  gun_deviation__maxDeviation:r=15.0
  gun__reloadTime:r=3.1

  "item__id:i"{
    value:i=0
    _hide:b=yes
  }

  "gun__ammoHolders:array"{
    ammoHolders:t="fatman_nuke_item"
  }

  "gun__shells:array"{
    shells:t="%ugm/shells/bigboom.blk"
  }

  "gun__firingModes:array"{

    "mode:object"{
      modeType:t="burst"
      burstSize:i=1
    }
  }

  "gun__firingModeNames:array"{
    mode:t="semi_auto"
  }
}
fatman_nuke_item{
  _use:t="item_grenade"
  _use:t="neiman_mine_shell"
  item__template:t="fatman_nuke_item"
  item__proto:t="content/enlisted/gamedata/weapons/shells/neiman_mine.blk"
  item__locDetails:t=""
  item__shell:t="%ugm/shells/bigboom.blk"
  item__weight:r=0.9
  item__volume:r=0.6
  item__name:t="Mini Nuke"
  item__grenadeType:t="shell"
  ammo_holder__id:i=-1
  ammo_holder__templateName:t="fatman_nuke_item"
  ammo_holder__ammoCount:i=1
}
hit_effect_group_ampula_explosion{
  _override:b=yes
  _extends:t="shell_explosion_fx_info"
  shell_explosion_fx__default:t="explosion_air_crash_land_effect"
  shell_explosion_fx__traceLength:r=1.5
}
neiman_mine_phys{
  _override:b=yes
  shell_explosion_fx__infoTemplate:t="hit_effect_group_ampula_explosion"
  shell__waterImpactFx:t="hit_water_medium_effect"
}

Add this to the scene folder and rename to bigboom.blk
Modify all parameter paths so it points to the shell blk.
bigboom.blk.txt (1007 Bytes)

Ammo is fatman_nuke_item

8 Likes

but… :ok_hand:
fatman

1 Like

wdym by rename to bigboom.blk, there is the bigboom.blk there, so why do i gotta rename scene.blk to bigboom.blk?

wdym by rename to bigboom.blk,

kép

Rename bigboom.blk.txt to bigboom.blk

ohhh i see, also, how do i reload the piat with fatman nuke?, since when i place it, it does nothing, just shows it exists

also wdymb by Modify all parameter paths so it points to the shell blk.
there is no shell blk and how do i even do such instruction?

there is no shell blk

In fact, there is!

kép

Modify all parameter paths

You set the path to the BLKs so it works for you.

well where? the scene.blk?, and how do i do that?

Is there a way I can make this but with a bomb? I wanna make a P-47 that essentially just drops nukes.

Maybe you can look into the bomb itself. Find the P-47’s bomb name and try to spawn it in to see its properties.
There should be fields for explosion power and penetration. You can change that to a higher value to achieve your goal.

Please remember to tell us your findings if you managed to spawn in the bomb (cuz it says error when i spawned). You might want to start by checking if the plane entity has a field for the bomb it carries

1 Like