This tool is amazing.
Have been modding this game on and off for many years, and was wondering if it would be possible to override certain entity parameters through this scripting engine.
For example, some settings on weapon entities such as "Spread (Arc)", "DefaultBaseDamage", "Damage Radius","Maximum Range", "Minimum and Maximum damage" (individually rather than as a whole) to be modified according to the ammunition variant used; rather than be defined by the weapon.
This would be useful for shotguns to fire different types of ammo like buckshot, slugs, or explosive rounds.
As it is, I have gotten around by adding different fire modes you select according to the ammo loaded, but this is rather awkward, and doesn't work for NPCs. It would be nice for the game to automatically use the "Cone" spread, when firing buckshot and the "Straight" when firing slugs; not to mention apply modifiers to its range, and individually change minimum and maximum damage (ie. buckshot decreases Maximum range and damages by x percent, or slugs increase it; explosive rounds add a damage radius. etc.)
It would be also nice if the damage done by any explosion was different from that done by the kinetic damage of the projectile, and allowed you to deal more than one type of base damage (normal, energy, fire, etc.)
Take rocket launchers for example; any target hit directly by the rocket, would sustain the full kinetic impact of the projectile, plus the damage of the explosion. Targets within the blast radius, would only get hit by the shockwave, and fragments (if any) depending on the ammo used. HEAT rounds would have very small blast radius as they are shaped charges, but deal more damage to the target; HE rounds on the other hand, would have a much larger blast radius, but the explosion would do less damage.
Anyway, these are just some of my ideas to improve the way weapons are represented in the game.
There are more things I could think of, but will leave it at this for the time being.