so yeah, and no, i didnt make a mistake, i literally only changed a couple of things, the first, make the 2 inch mortar have 5k ammo and no recoil, the second, make the HE shell of the 2 inch mortar be a mini nuke, obv only the ammo and recoil change worked, here is the codes for both the changes:
entities.blk:
two_inch_mortar_gun{
_override:b=yes
gun__reloadTime:r=0.1
gun__altReloadTime:r=0.1
weap__sprintLerpFactor:r=1.0
gun__recoilAmount:r=0.0
gun__recoilDirAmount:r=0.0
gun__recoilDir:r=0.0
gun__visualRecoilMult:r=0.0
gun__recoilControlMult:r=0.0
gun__recoilOffsMult:r=0.0
}
two_inch_mortar_magazine{
_override:b=yes
_use:t=“infinite_magazine”
ammo_holder__templateName:t=“two_inch_mortar_magazine”
ammo_holder__ammoCount:i=5000
}
two_inch_he_shell.blk:
mass:r=0.95
caliber:r=0.05
bullets:i=1
bullets:i=1
speed:r=500.0
speedDispersion:r=0.0
momentOfInertia:p3=0.04, 0.008, 0.04
physMat:t=“walkRay”
useFutureContacts:b=yes
logCCD:b=no
explosiveType:t=“tnt”
explosiveMass:r=50000
entityTemplate:t=“two_inch_he_shell_phys”
reloadTime:r=3.6
collisionResource{
props{
volumeBox_1:b=yes
}
}
ccdSpheres{
ccd:p4=0.0, 0.0, 0.0, 0.015
}
splashDamage{
radius:p2=5000.0, 5000.0
penetration:p2=15.0, 2.0
damage:r=10000.0
dmgOffset:p3=0.0, 0.0, 0.0
}
explFx{
fxScale:p2=1.8, 1.9
effectTemplName:t=“mine_explosion_effect_medium+disable_effect_sfx”
}
shellSound{
explosionPath:t=“impact/mine”
}
visual{
template:t=“two_inch_he_shell_item+item_in_world”
}