From 24c5b3b63f041f82beab3b164be99f63197791b6 Mon Sep 17 00:00:00 2001 From: TaitKaito Date: Thu, 27 Jun 2024 19:54:59 +0100 Subject: [PATCH] Goodbye fragments, new particle Rip fragments on small/rapid guns New flak particle for the flak quad this lingers much less and only has 2 emitters --- .../TaitMod_Fletcher_Dev/Data/FlakGoBoom.sbc | 1002 +++++++++++++++++ .../Data/Scripts/CoreParts/127mm Mark 12.cs | 2 +- .../Data/Scripts/CoreParts/127mm Mark 24.cs | 2 +- .../Data/Scripts/CoreParts/127mm Mark 32.cs | 2 +- .../Data/Scripts/CoreParts/127mm Mark 56.cs | 2 +- .../Data/Scripts/CoreParts/127mm SAP Shell.cs | 367 +----- .../Data/Scripts/CoreParts/40mmFlak.cs | 10 +- 7 files changed, 1016 insertions(+), 371 deletions(-) create mode 100644 Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/FlakGoBoom.sbc diff --git a/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/FlakGoBoom.sbc b/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/FlakGoBoom.sbc new file mode 100644 index 00000000..4d812df9 --- /dev/null +++ b/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/FlakGoBoom.sbc @@ -0,0 +1,1002 @@ + + + + + + 607579635 + 2 + 0 + false + false + 2 + 4 + 0 + + + GPU + + + + 16 + 16 + 0 + + + + 64 + + + 72 + + + + + + + + + + + 0.490196079 + 0.286274523 + 0.117647059 + 1 + + + + + + + 0.20784314 + 0.20784314 + 0.20784314 + 1 + + + + + + + 0 + 0 + 0 + 0 + + + + + + + 0 + 0 + 0 + 0 + + + + + + + + + + + + + + + + + 10 + + + + + 1 + + + + + 1 + + + + + 0.5 + + + + + + + + + 0.5 + + + + + + + 1.5 + 1.5 + 1.5 + + + + + + + + + + 0 + + + + + + + 0 + 0 + -1 + + + + + + + 1 + + + + + + + + + 0.5 + + + + + + + + + 0 + + + + + + + + + 360 + + + + + + + 0 + 0 + 0 + + + + + + + + + + + 0 + + + + + 0 + + + + + 0 + + + + + 0 + + + + + + + + + 0.2 + + + + + + + + + + 0 + + + + + 0 + + + + + 3.2 + + + + + 7 + + + + + + + + + 0.8 + + + 20 + + + 4 + + + 0.05 + + + true + + + + + + Atlas_D_01 + + + 1 + + + false + + + false + + + true + + + false + + + 1 + + + -0.2 + + + + 0 + 0 + 0 + + + + 0.4 + + + 0 + + + true + + + 0 + + + 0 + + + false + + + 0 + + + + 0 + 0 + 0 + + + + + 0 + 0 + 0 + + + + + + + + + + + 1 + + + + + 1 + + + + + 1 + + + + + 1 + + + + + + + + + + + + 10 + + + + + 2 + + + + + 2 + + + + + 1 + + + + + + 4 + + + + + + + + + + 10 + + + + + 0 + + + + + 0 + + + + + 0 + + + + + + + + + 1 + + + false + + + false + + + 1 + + + 0 + + + 1 + + + 0 + + + 0 + + + true + + + 0 + + + + + GPU + + + + 16 + 16 + 0 + + + + 64 + + + 72 + + + + + + + + + + + 0.20784314 + 0.164705887 + 0.129411772 + 1 + + + + + + + 0.0392156877 + 0.0392156877 + 0.0392156877 + 1 + + + + + + + 0.0392156877 + 0.0392156877 + 0.0392156877 + 1 + + + + + + + 0 + 0 + 0 + 0 + + + + + + + + + + + + + + + + + 10 + + + + + 1 + + + + + 1 + + + + + 0 + + + + + + + + + 0.5 + + + + + + + 1 + 1 + 1 + + + + + + + + + + 0 + + + + + + + 0 + 0 + -1 + + + + + + + 1 + + + + + + + + + 0.5 + + + + + + + + + 0 + + + + + + + + + 360 + + + + + + + 0 + 0 + 0 + + + + + + + + + + + 0 + + + + + 0 + + + + + 0 + + + + + 0 + + + + + + + + + -0.4 + + + + + + + + + + 0 + + + + + 2.5 + + + + + 7 + + + + + 0 + + + + + + + + + 0.7 + + + 20 + + + 4 + + + 0.05 + + + true + + + + + + Atlas_D_01 + + + 1 + + + false + + + false + + + true + + + false + + + 1 + + + -0.15 + + + + 0 + 0 + 0 + + + + 0.4 + + + 0 + + + true + + + 0 + + + 0 + + + false + + + 0 + + + + 0 + 0 + 0 + + + + + 0 + 0 + 0 + + + + + + + + + + + 1 + + + + + 1 + + + + + 1 + + + + + 1 + + + + + + + + + + + + 5 + + + + + 2 + + + + + 2 + + + + + 1 + + + + + + 6 + + + + + + + + + + 1 + + + + + 0 + + + + + 0 + + + + + 0 + + + + + + + + + 1 + + + false + + + false + + + 1 + + + 0 + + + 1 + + + 0 + + + 0 + + + true + + + 0 + + + + + + + + + + + + + + + + + + + 0.9322768 + 0.8993845 + 0.7742273 + 1 + + + + + + + 0.7011695 + 0.2590274 + 0.1572807 + 1 + + + + + + + + + + + + + 150 + + + + + + + + + + + + 70 + + + + + 80 + + + + + 0 + + + + + + + + + 15 + + + + + 0 + + + + + + true + + + 0 + + + 0.1 + + + 0.1 + + + + + 5000 + 1 + + + \ No newline at end of file diff --git a/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 12.cs b/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 12.cs index 3f4ad938..6e9812d1 100644 --- a/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 12.cs +++ b/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 12.cs @@ -184,7 +184,7 @@ partial class Parts { }, }, Ammos = new[] { - FA5InchShell,FA5InchShrap, FA5SAPShell,FA5SAPShrap // Must list all primary, shrapnel, and pattern ammos. + FA5InchShell,FA5InchShrap, FA5SAPShell // Must list all primary, shrapnel, and pattern ammos. }, //Animations = Weapon75_Animation, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 24.cs b/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 24.cs index de874d9f..8bbcdd24 100644 --- a/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 24.cs +++ b/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 24.cs @@ -184,7 +184,7 @@ partial class Parts { }, }, Ammos = new[] { - FA5InchShell,FA5InchShrap, FA5SAPShell,FA5SAPShrap // Must list all primary, shrapnel, and pattern ammos. + FA5InchShell,FA5InchShrap, FA5SAPShell // Must list all primary, shrapnel, and pattern ammos. }, //Animations = Weapon75_Animation, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 32.cs b/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 32.cs index 54c81104..97645b3b 100644 --- a/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 32.cs +++ b/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 32.cs @@ -185,7 +185,7 @@ partial class Parts { }, }, Ammos = new[] { - FA5InchShell,FA5InchShrap, FA5SAPShell,FA5SAPShrap // Must list all primary, shrapnel, and pattern ammos. + FA5InchShell,FA5InchShrap, FA5SAPShell // Must list all primary, shrapnel, and pattern ammos. }, //Animations = Weapon75_Animation, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 56.cs b/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 56.cs index b77f3667..efeb43c3 100644 --- a/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 56.cs +++ b/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm Mark 56.cs @@ -180,7 +180,7 @@ partial class Parts { }, }, Ammos = new[] { - FA5InchShell,FA5InchShrap, FA5SAPShell,FA5SAPShrap // Must list all primary, shrapnel, and pattern ammos. + FA5InchShell,FA5InchShrap, FA5SAPShell // Must list all primary, shrapnel, and pattern ammos. }, //Animations = Weapon75_Animation, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm SAP Shell.cs b/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm SAP Shell.cs index b693bd18..0f9a7e89 100644 --- a/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm SAP Shell.cs +++ b/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/127mm SAP Shell.cs @@ -139,7 +139,7 @@ partial class Parts { ByBlockHit = new ByBlockHitDef { - Enable = true, + Enable = false, Radius = 5f, // Meters Damage = 5f, Depth = 1f, // Meters @@ -154,11 +154,11 @@ partial class Parts EndOfLife = new EndOfLifeDef { Enable = true, - Radius = 20f, - Damage = 100f, - Depth = 0f, + Radius = 4f, + Damage = 7500, + Depth = 5f, MaxAbsorb = 0f, - Falloff = Pooled, //.NoFalloff applies the same damage to all blocks in radius + Falloff = Linear, //.NoFalloff applies the same damage to all blocks in radius //.Linear drops evenly by distance from center out to max radius //.Curve drops off damage sharply as it approaches the max radius //.InvCurve drops off sharply from the middle and tapers to max radius @@ -387,363 +387,6 @@ partial class Parts }, // Don't edit below this line }; - private AmmoDef FA5SAPShrap => new AmmoDef // Your ID, for slotting into the Weapon CS - { - AmmoMagazine = "Energy", // SubtypeId of physical ammo magazine. Use "Energy" for weapons without physical ammo. - AmmoRound = "5InchSapShrap", // Name of ammo in terminal, should be different for each ammo type used by the same weapon. Is used by Shrapnel. - HybridRound = false, // Use both a physical ammo magazine and energy per shot. - EnergyCost = 0.1f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. - BaseDamage = 500f, // Direct damage; one steel plate is worth 100. - Mass = 0f, // In kilograms; how much force the impact will apply to the target. - Health = 0, // How much damage the projectile can take from other projectiles (base of 1 per hit) before dying; 0 disables this and makes the projectile untargetable. - BackKickForce = 5f, // Recoil. This is applied to the Parent Grid. - DecayPerShot = 0f, // Damage to the firing weapon itself. - HardPointUsable = false, // Whether this is a primary ammo type fired directly by the turret. Set to false if this is a shrapnel ammoType and you don't want the turret to be able to select it directly. - - IgnoreWater = false, // Whether the projectile should be able to penetrate water when using WaterMod. - IgnoreVoxels = false, // Whether the projectile should be able to penetrate voxels. - - Shape = new ShapeDef // Defines the collision shape of the projectile, defaults to LineShape and uses the visual Line Length if set to 0. - { - Shape = SphereShape, // LineShape or SphereShape. Do not use SphereShape for fast moving projectiles if you care about precision. - Diameter = 1, // Diameter is minimum length of LineShape or minimum diameter of SphereShape. - }, - ObjectsHit = new ObjectsHitDef - { - MaxObjectsHit = 0, // Limits the number of entities (grids, players, projectiles) the projectile can penetrate; 0 = unlimited. - CountBlocks = false, // Counts individual blocks, not just entities hit. - }, - Fragment = new FragmentDef // Formerly known as Shrapnel. Spawns specified ammo fragments on projectile death (via hit or detonation). - { - AmmoRound = "", // AmmoRound field of the ammo to spawn. - Fragments = 100, // Number of projectiles to spawn. - Degrees = 15, // Cone in which to randomise direction of spawned projectiles. - Reverse = false, // Spawn projectiles backward instead of forward. - DropVelocity = false, // fragments will not inherit velocity from parent. - Offset = 0f, // Offsets the fragment spawn by this amount, in meters (positive forward, negative for backwards). - }, - Pattern = new PatternDef - { - Patterns = new[] { // If enabled, set of multiple ammos to fire in order instead of the main ammo. - "", - }, - Enable = false, - TriggerChance = 1f, // This is % - Random = false, // This randomizes the number spawned at once, NOT the list order. - RandomMin = 1, - RandomMax = 1, - SkipParent = false, // Skip the Ammo itself, in the list - PatternSteps = 1, // Number of Ammos activated per round, will progress in order and loop. Ignored if Random = true. - }, - DamageScales = new DamageScaleDef - { - MaxIntegrity = 0f, // Blocks with integrity higher than this value will be immune to damage from this projectile; 0 = disabled. - DamageVoxels = false, // Whether to damage voxels. - SelfDamage = false, // Whether to damage the weapon's own grid. - HealthHitModifier = 0.5, // How much Health to subtract from another projectile on hit; defaults to 1 if zero or less. - VoxelHitModifier = 1, // Voxel damage multiplier; defaults to 1 if zero or less. - Characters = -1f, // Character damage multiplier; defaults to 1 if zero or less. - // For the following modifier values: -1 = disabled (higher performance), 0 = no damage, 0.01f = 1% damage, 2 = 200% damage. - FallOff = new FallOffDef - { - Distance = 0f, // Distance at which damage begins falling off. - MinMultipler = 0f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage. - }, - Grids = new GridSizeDef - { - Large = -1f, // Multiplier for damage against large grids. - Small = -1f, // Multiplier for damage against small grids. - }, - Armor = new ArmorDef - { - Armor = -1f, // Multiplier for damage against all armor. This is multiplied with the specific armor type multiplier (light, heavy). - Light = 0.8f, // Multiplier for damage against light armor. - Heavy = 1.5f, // Multiplier for damage against heavy armor. - NonArmor = 0.4f, // Multiplier for damage against every else. - }, - Shields = new ShieldDef - { - Modifier = 2.2f, // Multiplier for damage against shields. - Type = Default, // Damage vs healing against shields; Default, Heal - BypassModifier = -1f, // If greater than zero, the percentage of damage that will penetrate the shield. - }, - DamageType = new DamageTypes // Damage type of each element of the projectile's damage; Kinetic, Energy - { - Base = Kinetic, // Base Damage uses this - AreaEffect = Kinetic, - Detonation = Kinetic, - Shield = Kinetic, // Damage against shields is currently all of one type per projectile. Shield Bypass Weapons, always Deal Kinetic regardless of this line - }, - Custom = new CustomScalesDef - { - SkipOthers = NoSkip, // Controls how projectile interacts with other blocks in relation to those defined here, NoSkip, Exclusive, Inclusive. - Types = new[] // List of blocks to apply custom damage multipliers to. - { - new CustomBlocksDef - { - SubTypeId = "Test1", - Modifier = -1f, - }, - new CustomBlocksDef - { - SubTypeId = "Test2", - Modifier = -1f, - }, - }, - }, - }, - AreaOfDamage = new AreaOfDamageDef - { - ByBlockHit = new ByBlockHitDef - { - Enable = true, - Radius = 5f, // Meters - Damage = 15f, - Depth = 1f, // Meters - MaxAbsorb = 0f, - Falloff = Pooled, //.NoFalloff applies the same damage to all blocks in radius - //.Linear drops evenly by distance from center out to max radius - //.Curve drops off damage sharply as it approaches the max radius - //.InvCurve drops off sharply from the middle and tapers to max radius - //.Squeeze does little damage to the middle, but rapidly increases damage toward max radius - //.Pooled damage behaves in a pooled manner that once exhausted damage ceases. - }, - EndOfLife = new EndOfLifeDef - { - Enable = false, - Radius = 20f, - Damage = 0.1f, - Depth = 0f, - MaxAbsorb = 0f, - Falloff = Pooled, //.NoFalloff applies the same damage to all blocks in radius - //.Linear drops evenly by distance from center out to max radius - //.Curve drops off damage sharply as it approaches the max radius - //.InvCurve drops off sharply from the middle and tapers to max radius - //.Squeeze does little damage to the middle, but rapidly increases damage toward max radius - //.Pooled damage behaves in a pooled manner that once exhausted damage ceases. - ArmOnlyOnHit = false, - MinArmingTime = 0, - NoVisuals = false, - NoSound = false, - ParticleScale = 0.5f, - CustomParticle = "", - CustomSound = "", - }, - }, - Ewar = new EwarDef - { - Enable = false, // Enables the EWAR , Electronic-Warfare System - Type = EnergySink, // EnergySink, Emp, Offense, Nav, Dot, AntiSmart, JumpNull, Anchor, Tractor, Pull, Push, - Mode = Effect, // Effect , Field - Strength = 10000f, - Radius = 100f, // Meters - Duration = 100, // In Ticks - StackDuration = true, // Combined Durations - Depletable = true, - MaxStacks = 10, // Max Debuffs at once - NoHitParticle = false, - /* - EnergySink : Targets & Shutdowns Power Supplies, such as Batteries & Reactor - Emp : Targets & Shutdown any Block capable of being powered - Offense : Targets & Shutdowns Weaponry - Nav : Targets & Shutdown Gyros, Thrusters, or Locks them down - Dot : Deals Damage to Blocks in radius - AntiSmart : Effects & Scrambles the Targeting List of Affected Missiles - JumpNull : Shutdown & Stops any Active Jumps, or JumpDrive Units in radius - Tractor : Affects target with Physics - Pull : Affects target with Physics - Push : Affects target with Physics - Anchor : Affects target with Physics - - */ - Force = new PushPullDef - { - ForceFrom = ProjectileLastPosition, // ProjectileLastPosition, ProjectileOrigin, HitPosition, TargetCenter, TargetCenterOfMass - ForceTo = HitPosition, // ProjectileLastPosition, ProjectileOrigin, HitPosition, TargetCenter, TargetCenterOfMass - Position = TargetCenterOfMass, // ProjectileLastPosition, ProjectileOrigin, HitPosition, TargetCenter, TargetCenterOfMass - DisableRelativeMass = false, - TractorRange = 0, - ShooterFeelsForce = false, - }, - Field = new FieldDef - { - Interval = 0, // Time between each pulse, in game ticks (60 == 1 second). - PulseChance = 0, // Chance from 0 - 100 that an entity in the field will be hit by any given pulse. - GrowTime = 0, // How many ticks it should take the field to grow to full size. - HideModel = false, // Hide the projectile model if it has one. - ShowParticle = false, // Set to show block damage effect when ewared. - TriggerRange = 250f, //range at which fields are triggered - Particle = new ParticleDef // Particle effect to generate at the field's position. - { - Name = "", // SubtypeId of field particle effect. - Extras = new ParticleOptionDef - { - Scale = 1, // Scale of effect. - }, - }, - }, - }, - Beams = new BeamDef - { - Enable = false, // Enable beam behaviour. Please have 3600 RPM, when this Setting is enabled. Please do not fire Beams into Voxels. - VirtualBeams = false, // Only one damaging beam, but with the effectiveness of the visual beams combined (better performance). - ConvergeBeams = false, // When using virtual beams, converge the visual beams to the location of the real beam. - RotateRealBeam = false, // The real beam is rotated between all visual beams, instead of centered between them. - OneParticle = false, // Only spawn one particle hit per beam weapon. - }, - Trajectory = new TrajectoryDef - { - Guidance = None, // None, Remote, TravelTo, Smart, DetectTravelTo, DetectSmart, DetectFixed - TargetLossDegree = 80f, // Degrees, Is pointed forward - TargetLossTime = 0, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). - MaxLifeTime = 400, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). Please have a value for this, It stops Bad things. - AccelPerSec = 0f, // Meters Per Second. This is the spawning Speed of the Projectile, and used by turning. - DesiredSpeed = 600, // voxel phasing if you go above 5100 - MaxTrajectory = 1000f, // Max Distance the projectile or beam can Travel. - DeaccelTime = 0, // 0 is disabled, a value causes the projectile to come to rest, spawn a field and remain for a time (Measured in game ticks, 60 = 1 second) - GravityMultiplier = 0f, // Gravity multiplier, influences the trajectory of the projectile, value greater than 0 to enable. Natural Gravity Only. - SpeedVariance = Random(start: 0, end: 0), // subtracts value from DesiredSpeed. Be warned, you can make your projectile go backwards. - RangeVariance = Random(start: 5, end: 10), // subtracts value from MaxTrajectory - MaxTrajectoryTime = 0, // How long the weapon must fire before it reaches MaxTrajectory. - Smarts = new SmartsDef - { - Inaccuracy = 5f, // 0 is perfect, hit accuracy will be a random num of meters between 0 and this value. - Aggressiveness = 1f, // controls how responsive tracking is. - MaxLateralThrust = 0.5, // controls how sharp the trajectile may turn - TrackingDelay = 1, // Measured in Shape diameter units traveled. - MaxChaseTime = 450, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). - OverideTarget = true, // when set to true ammo picks its own target, does not use hardpoint's. - CheckFutureIntersection = false, // Utilize obstacle avoidance? - MaxTargets = 3, // Number of targets allowed before ending, 0 = unlimited - NoTargetExpire = false, // Expire without ever having a target at TargetLossTime - Roam = false, // Roam current area after target loss - KeepAliveAfterTargetLoss = false, // Whether to stop early death of projectile on target loss - OffsetRatio = 0f, // The ratio to offset the random direction (0 to 1) - OffsetTime = 0, // how often to offset degree, measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..) - }, - Mines = new MinesDef // Note: This is being investigated. Please report to Github, any issues. - { - DetectRadius = 0, - DeCloakRadius = 0, - FieldTime = 0, - Cloak = false, - Persist = false, - }, - }, - AmmoGraphics = new GraphicDef - { - ModelName = "", - VisualProbability = 1f, - ShieldHitDraw = false, - Particles = new AmmoParticleDef - { - Ammo = new ParticleDef - { - Name = "", //ShipWelderArc - Color = Color(red: 50, green: 6, blue: 1, alpha: 1), - Offset = Vector(x: 0, y: 0, z: 0), - Extras = new ParticleOptionDef - { - Loop = false, - Restart = false, - MaxDistance = 5000, - MaxDuration = 1, - Scale = 0.1f, - }, - }, - Hit = new ParticleDef - { - Name = "", - ApplyToShield = false, - - - Color = Color(red: 1f, green: 1f, blue: 1f, alpha: 1), - Offset = Vector(x: 0, y: 0, z: 0), - Extras = new ParticleOptionDef - { - Loop = false, - Restart = false, - MaxDistance = 5000, - MaxDuration = 1, - Scale = 1f, - HitPlayChance = 1f, - }, - }, - Eject = new ParticleDef - { - Name = "", - ApplyToShield = false, - //ShrinkByDistance = false, - Color = Color(red: 1f, green: 1f, blue: 1f, alpha: 1), - Offset = Vector(x: 0, y: 0, z: 0), - Extras = new ParticleOptionDef - { - Loop = false, - Restart = false, - MaxDistance = 5000, - MaxDuration = 300, - Scale = 1, - HitPlayChance = 1f, - }, - }, - - }, - Lines = new LineDef - { - TracerMaterial = "WeaponLaser", // WeaponLaser, ProjectileTrailLine, WarpBubble, etc.. - ColorVariance = Random(start: 0.5f, end: 0.8f), // multiply the color by random values within range. - WidthVariance = Random(start: 0f, end: 0.1f), // adds random value to default width (negatives shrinks width) - Tracer = new TracerBaseDef - { - Enable = false, - Length = 5f, - Width = 0.1f, - Color = Color(red: 40.80f, green: 8.20f, blue: 1.6f, alpha: 0.8f), - }, - Trail = new TrailDef - { - Enable = false, - Material = "WeaponLaser", - DecayTime = 15, - Color = Color(red: 2.585f, green: 2.062f, blue: 2.01f, alpha: 0.3f), - Back = false, - CustomWidth = 0.1f, - UseWidthVariance = false, - UseColorFade = true, - }, - OffsetEffect = new OffsetEffectDef - { - MaxOffset = 0,// 0 offset value disables this effect - MinLength = 0.2f, - MaxLength = 3, - }, - }, - }, - AmmoAudio = new AmmoAudioDef - { - TravelSound = "", // SubtypeID for your Sound File. Travel, is sound generated around your Projectile in flight - HitSound = "", - ShieldHitSound = "", - PlayerHitSound = "", - VoxelHitSound = "", - FloatingHitSound = "", - HitPlayChance = 0.5f, - HitPlayShield = true, - }, - Ejection = new EjectionDef // Optional Component, allows generation of Particle or Item (Typically magazine), on firing, to simulate Tank shell ejection - { - Type = Particle, // Particle or Item (Inventory Component) - Speed = 100f, // Speed inventory is ejected from in dummy direction - SpawnChance = 0.5f, // chance of triggering effect (0 - 1) - CompDef = new ComponentDef - { - ItemName = "", //InventoryComponent name - ItemLifeTime = 0, // how long item should exist in world - Delay = 0, // delay in ticks after shot before ejected - } - }, // Don't edit below this line - }; - } } diff --git a/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/40mmFlak.cs b/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/40mmFlak.cs index 03c887a5..ec48ec1e 100644 --- a/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/40mmFlak.cs +++ b/Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Scripts/CoreParts/40mmFlak.cs @@ -169,10 +169,10 @@ partial class Parts EndOfLife = new EndOfLifeDef { Enable = true, - Radius = 25f, + Radius = 1f, Damage = 1f, - Depth = 5f, - MaxAbsorb = 5f, + Depth = 1f, + MaxAbsorb = 0f, Falloff = Pooled, //.NoFalloff applies the same damage to all blocks in radius //.Linear drops evenly by distance from center out to max radius //.Curve drops off damage sharply as it approaches the max radius @@ -184,8 +184,8 @@ partial class Parts NoVisuals = false, NoSound = false, ParticleScale = 1f, - CustomParticle = "", - CustomSound = "", + CustomParticle = "FlakGoBoom", + CustomSound = "FlakExplosion", }, }, Ewar = new EwarDef