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View Full Version : #nratt works


Endoperez
November 16th, 2006, 06:23 AM
#nratt mod commands work. It can be used to make weapons fire once in two or three turns.

http://www.shrapnelcommunity.com/threads/uploads/471106-temp.jpg


#selectweapon 22
#name "Balearic sling"
dmg -2
#dmg 10
#ammo 16
att -2
#att 0
#range 33
#sound 15

#nratt -3

#end

In other words, the negative number must be -(nr of turns). #nratt -1 doesn't do anything. #nratt -2 does. #nratt -3 does.


I found this out browsing through an ancient mod wishlist thread on the DomII forum after it was bumped.

Arralen
November 16th, 2006, 06:52 AM
http://ulm.illwinter.com/dom3/dom3progress.html

29th october
* Version 3.01
...
11th october
...
* Modding command #nratt didn't work.


[b]Sadly, "nratt -4" doesn't not show up correctly ("every 3 turns" instead of "every 4 turns"), but it seems to work correctly.

Endoperez
November 16th, 2006, 07:16 AM
I was pretty sure it had been mentioned after the patch. I can't seem to find it any more, and it might've been that bug you mentioned any way. http://forum.shrapnelgames.com/images/smilies/frown.gif

Are there any weapons with 1/4 turns attacks?

Amos
November 16th, 2006, 08:29 AM
Yes the catapult in Trade mod should fire ones in 4 rounds, but the info shows it fires ones in 3.