Patch for C-RAM by YouAreBamboozled Mod ID: 611F7416D7A843BD Works great in enfusion workbench, but a few issues i wanted to correct for use on a dedicated server.
Players now
0
Servers
5
Rating
100%
6 votes
Subscribers
-
1,883 downloads
Busiest servers running it 5 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- xrectifyx
- Version
- 1.0.13
- Size
- 4 KB
- Licence
- APL
- Game version
- 1.6.0.119
- Likes
- 0 / 0 dislikes
- Published
- 5 May 2026
- Updated
- 5 months ago
- Workshop ID
- 694A1BD9245093F9
Recent adoption
30 days: +8 −11 ↑0
- − 4Netplayers Hangyaboly Server 1.0.13 6h ago
- + [NA] Hardcore PvE | FRONTLINES | DIS: vzbswsYKqd 1.0.13 7h ago
- − Tinky Game Master [Public Operations] 1.0.13 1w ago
- + Tinky Game Master [Public Operations] 1.0.13 1w ago
- + Coalition Response Group (CRG) Tactical HC Server 1.0.13 1w ago
- − I.T.F (TEST) 1.0.13 2w ago
- − I.T.F (Milsim|semi-RP|https://discord.gg/XH82JsE6a) 1.0.13 2w ago
- + I.T.F (TEST) 1.0.13 2w ago
- − UNSC Spearhead 1.0.13 2w ago
- + I.T.F (Milsim|semi-RP|https://discord.gg/XH82JsE6a) 1.0.13 2w ago
- − FOF | Force Operationnelle Francaise | Formation | discord.gg/fofserver 1.0.13 2w ago
- − [NA] Hardcore PvE | FRONTLINES | DIS: vzbswsYKqd 1.0.13 2w ago
Requires
1Required by
3Often used with
8Version history
10-
v1.0.13 4 KB 5 May 2026
velocity pre-aim to 0.75
-
v1.0.12 4 KB 5 May 2026
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v1.0.11 4 KB 5 May 2026
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v1.0.10 4 KB 5 May 2026
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v1.0.9 4 KB 5 May 2026
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v1.0.8 4 KB 5 May 2026
Description from the Workshop
This mod resolves the following; Double coordinate transform — the original code ran the muzzle bone matrix through CoordToParent even though GetBoneMatrix already returns world space, corrupting the aim direction. Absolute vs relative height check — AddEntityCallback was comparing target altitude against raw AttackHeight (e.g. 20m) instead of gun Y + AttackHeight, so it was engaging targets that were barely off the ground. Bullet spawning in local space — SpawnParams.Parent was set to the gun entity, so the bullet spawn transform was being interpreted as local to the gun instead of world space, making bullets fire from the wrong position. Muzzle direction world space mismatch in aim check — IsAimedAtTarget was comparing a world space target vector against a local space muzzle direction, so the aim error calculation was bad and the gun was firing at the wrong time.