MEATYCEIVER 2 IS NOT A COMPLETE MOD!For more info and the Github, please go to https://github.com/gommodore/H3VR.Meatyceiver2 Jams, jams, oh my! If you hated Receiver 2, you'll absolutely hate Meatyceiver 2 even more. Meatyceiver 2 simulates an array of several firearm failures on all weapons of H3VR. To change settings while in game, make sure Configuration Manager is installed for BepInEx and press F1. By default, the average firearm will have a failure 0.75% of the time. You can adjust this with the general multiplier. Current failures:
Ammunition FailuresLight Primer Strike
Firearm FailuresFailure to Feed Failure to Extract
Broken Firearm FailuresHammer follow Slam fire Failure To Lock Slide
How To InstallDownload BepInEx and Configuration Manager. Then, drop the DLL inside the zip into the plugins folder located in your h3vr root folder > BepInEx > Plugins.
RequirementsBepInEx https://github.com/BepInEx/BepInEx/releases Configuration Manager https://github.com/BepInEx/BepInEx.ConfigurationManager/releases
0.2.3-LPS now properly work with revolvers and revolving shotguns. -FTF now increases based of magazine capacity. -FTE now applies to break action shotguns -Removed FTE's from occuring in bolt action rifles and breaking them. -Broken Firearm failures have been added, they are off by default. -Slamfire added. -Hammer follow added.
0.3.1NOTE: Recommended, reset all your settings, either using F1 and hitting reset on all or deleting your config file. -Break Action default FTE upped from 1.5% to 20%. -Break Action Failure To Eject General Multiplier Affect field added, by default 0.5. -Slamfire default rate doubled. -Hammer follow default rate doubled. -Mag unreliabilty default rate tripled to 0.03% for every round over 15. -Enable Secondary Failures replaced with into enableMagUnreliability. -Added Mag Unreliability General Multiplier affect (0.5x default). -Failure to Lock Slide Back added (5% default). -Bespoke failure Revolver FTE Failure added (10% defualt) (Currently only works with ejector, shaking never FTE's.). -Bespoke failure Shotgun FTE now applies to Rolling Block rifles. -Rolling Block Rifles can now be manually ejected by hand. -Fixed shotgun FTE gen mult math, which by default had automatically cut the chance to happen in half. -Fixed FTE Magazine Unreliability math, which could cause mags under 15 rounds to have a negative chance for an FTF, and also had the same issue the Shotgun FTE math had. -Console logging system simplified. -Config moved to RESX file. (Thanks frityet!) -Unused vars removed from config. -Shotgun Failure To Eject Multiplier added, multiplying the chance for an FTE in a semi auto shotgun by 2x by default. Your saiga no longer reigns supreme in TnH.
0.3.2-This one actually uploaded! -Math fixed from: (failureValue + (failureValue (generalMult - 1) multAffectValue) + extraChance) to failureValue + (failureValue generalMult multAffectValue) + extraChance - (failureValue / 1 / multAffectValue) and i'm sure this math sucks a ton and is way overcomplicated but idc at this point
Comments ( 2 )
1 day ago
Make it so that the Zip gun from Potatos gun mod has an insanely high failure rate like in real life.
you can probably write a reference script that references the zip 22 and give the mod a tag in unity of something like "broke boi" or some shit like that. idk. but yeah you could write a script something along the lines of (idk what system this runs on but this is how i would do a zip reference) failureToFeedChance would be a public float probably which enables the in game switching (at least i think it has to be public) switch case 1: "zip22" failureToFeedChance = 75; (should be down one like but bonetome has dumb line limit) break; default: failureToFeedChance = failureToFeedChance; break;
you could also do two floats one is zipMalfuncChance and the other is normalMalfuncChance
and you would then do switch case 1: "zip22" failureToFeedChance = zipMalfuncChance default: failureToFeedChance = normalMalfuncChance
3 days ago
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