Mass Effect Wiki

Welcome to the Mass Effect Wiki. Log in and join the community!


READ MORE

Mass Effect Wiki
Mass Effect Wiki

This is the talk page for Geth Plasma SMG.
Please limit discussions to topics that go into improving the article.
If you wish to discuss matters not relevant to article upkeep, take it to the blogs, forums,
Discord chat, or discussions module.
Thank you.

http://social.bioware.com/forum/1/topic/323/index/10759911

5.2. Get weapons and weapon mods (non heavy)

a. Open save game editor and then go to the “Raw” tab.

b. Then go to “Plot” > “Player Variables” and click on the “Collection”

c. Add the ID of the weapon/ weapon mod you want (See the weapons and weapon mods ID list in the second post.). Then set the value of the field “Value” (of the added record) to the level of the weapon/ weapon mod you wish to have (maximum weapon level is 10 and maximum weapon mod level is 5).

SFXGameContentDLC_CON_MP1.SFXWeapon_AssaultRifle_Krogan SFXGameContentDLC_CON_MP1.SFXWeapon_SMG_Geth SFXGameContentDLC_CON_MP1.SFXWeapon_SniperRifle_Batarian These are the weapon IDs for the DLC.

You must have the updated patch + the DLC files (provided here) to access them.

Page glitched?[]

The single player and multiplayer tabs for this weapon seem to have become their own separate pages? Did the recent Wiki migration cause this to glitch out? I notice a lot of the weapons pages seem to have been affected (particularly the images) but this page seems to have been FUBAR'd. I won't mess with it myself unless the fix is actually super easy. Ale89515 (talk) 07:13, 28 October 2020 (UTC)

sp/mp weapons have had subpages for years. the displays are borked nowadays due to tabber not supported by ucp anymore. there's a bunch of solutions and trandra's come up with something; with the project being her brainchild you'd have to ask her directly. . . T̶͙̝͍̖̤̞͂̅̿̆́̕̚͝͡e̮̬͚̪͐̅̒̿͟͡m͚̮̣̪̟̦̫̺̝̏̍̄̾̅̽͂ͅp̶̳̥̣̥͓͆̃̋͊́̈̈́̊́̏o̸͉̰̞̖̖̰̟͂̉̈́̍̐͂̚̚͜͠r̛͙͇̦̈́̀̔͐̒͆̽͛͜͜͡a̵̺̣͕̗͗̇̅́̐͒͂̚͟r̺͓͕̰͙͚͙̋̏͐͌͂̍̐̀́̚y̴͉̜͎̜͙͍̞̠͊̄̃̍̋ͅͅḛ̴̙͉͙̠̐̿̄͗͆̈̽͞d̳̙̫͎̝̝̜̘̂̀̍́̀̇͗̄̕͜͟į̴̜̯̗̦̹̻̬̓́̀̓͛̓́̆̇͆ţ̸͍͔̠͍̐̋͋̑͑̉̀̀͞͝ǒ̧̱̣̠̲̣̜̤͙̉̋̾̄̈̕ṟ̛̦͕̖̗͖̱̤̰̪͛́̀̆̑̔͂̃̕7̨̮͎̤̣̞̣̦̞̿̾̓̊̏͑͗̾͌͜8̷̳̻̗̼̙͎́̄̔̀̓͘͝ . 08:18, 28 October 2020 (UTC)


Windup mechanics[]

Per User:Neo89515's request, here's how the gun charges up:

  • For the first 0,234375s, the gun fires at 250 RPM, doing normal damage and consuming 1 ammo per shot.
  • Between 0,234375 and 0.75s, the rate of fire increases linearly between 250 and 800 RPM, doing normal damage and consuming 1 ammo per shot.
  • At 0.75s, the rate of fire stabilizes at 800 RPM and the gun starts consuming 2 ammo per shot and doing 2.5 times the normal damage.
  • At 1.5s, the gun becomes fully charged in visual terms.

This can be inferred from the code excerpts below, pulled from the SFXWeapon_SMG_GethDLC.pcc file, class "SFXWeapon_SMG_Geth":

public simulated function ConsumeAmmo(byte FireModeNum) {    
    if (bIsHot == TRUE && GetMagazineSize() - AmmoUsedCount > 1)    {        
        AmmoPerShot = 2.0;    
    }    else    {        
        AmmoPerShot = 1.0;    
    }    
    Super(SFXWeapon).ConsumeAmmo(FireModeNum);    
    AmmoPerShot = 1.0; 
} 
public simulated function float GetFireModeBaseDamage() {    
    local float BaseDamage;        
    if (bIsHot)    {        
        BaseDamage = Damage.Value * DamageMultiplier;    
    }    else if (!bIsHot)    {        
        BaseDamage = Damage.Value;    
    }    
    return BaseDamage; 
} 
public simulated function float GetRateOfFire() {    
    local float fRateOfFire;        
    fRateOfFire = Super(SFXWeapon).GetRateOfFire();    
    fRateOfFire = FClamp(Lerp(0.0, fRateOfFire, (WorldInfo.GameTimeSeconds - FireStartTime) / RampTime), MinROF, fRateOfFire);
    return fRateOfFire; 
}
public simulated function GunIsHot()
{
    local float IntensityScalar;
    local float GlowIntensityScalar;

    bIsHot = TRUE;
    if (SFXPawn_Player(Instigator) != None)
    {
        WeaponAnimNode.PlayCustomAnim('WPN_ChargeUp', 1.0);
        SetTimer(FullyChargedTime, FALSE, 'FullyCharged', );
        IntensityScalar = 10.0;
        SteamMuzzle.SetFloatParameter('Rota_Speed', IntensityScalar);
        GlowIntensityScalar = 10.0;
        SteamMuzzle.SetFloatParameter('glow', GlowIntensityScalar);
    }
}
MinROF = 250.0    
RampTime = 0.75    
DamageMultiplier = 2.5    
GetHotTime = 0.75    
FullyChargedTime = 1.5
RateOfFire = {X = 800.0, Y = 800.0}
Appreciate the help -- and this is corroborated in other locations such as https://fextralife.com/forums/t334752/geth-plasma-smg . The original citation on this Wiki to this info was to the dead BioWare forums which is why I wanted a new location to cite to. Neo89515 (talk) 12:08, 9 March 2024 (UTC)