Not sure about how damage is calculated for sharpshooter. The ones I know or feel need checking out are:Įlite reload for AR-15 and reload counter update for Rail gun.ĭoT calculated a bit incorrectly and inconsistent for fire based weapons, and not calculated at all for toxic damage with medic. Planned fixes and features for the guide and spreadsheetFirst I need to fix some inaccuracies and wrong data in the spreadsheet. To empty an occupied slot you highlight the occupied row and press delete. To insert a weapon into the loadout module first you click a desired weapons row number so it would highlight the whole line, you copy and then paste the row into an empty slot, and that’s about it.Dual pistol or a firemode selection excludes respective counterpart entry for loadout comparisons, while combo weapons - don't Combo weapons, dualies and weapons with significantly different firemodes - have separate entries.Sorting works by clicking an arrow near the columns name and picking the appropriate type of sort.Rackemup (bool talent, int headshot_n) and buy prices for 9mms and t1 weapons (int buy price, bool belonging_to_t1/9mm) are exceptions to the rule and transmit several values within a singular field ![]() Logic type fields function through parsing 0s (False) and 1s (True). Any input value is accepted into any field and, for the most part, excel won’t give you an error message for any unintended input, thus obviously you must input a numerical data within an intended range of values (for example you probably should input current perk level between 0 and 25) to get desired realistic result, and if you don’t understand what something does – you probably shouldn’t touch it, yet.Everything that is intended for user input is in bold.When all of that is located you need to know what values you want to manually change:
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