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Merge pull request #122 from StarCoreSE/BadM0dder-patch-2
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tridents didn't even do *that* great in a target rich environment
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BadM0dder authored Jun 24, 2024
2 parents 4a4f1ed + 54ff7ed commit ebbf0bf
Showing 1 changed file with 35 additions and 35 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -276,8 +276,8 @@ partial class Parts
TargetLossDegree = 80f, // Degrees, Is pointed forward
TargetLossTime = 0, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
MaxLifeTime = 200, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). Please have a value for this, It stops Bad things.
AccelPerSec = 300f, // Meters Per Second. This is the spawning Speed of the Projectile, and used by turning.
DesiredSpeed = 90, // voxel phasing if you go above 5100
AccelPerSec = 0f, // Meters Per Second. This is the spawning Speed of the Projectile, and used by turning.
DesiredSpeed = 120, // voxel phasing if you go above 5100
MaxTrajectory = 10000f, // 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.
Expand All @@ -290,14 +290,14 @@ partial class Parts
Aggressiveness = 0.1f, // controls how responsive tracking is.
MaxLateralThrust = 0.1f, // controls how sharp the trajectile may turn
TrackingDelay = 60, // Measured in Shape diameter units traveled.
MaxChaseTime = 900, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
MaxChaseTime = 0, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
OverideTarget = false, // when set to true ammo picks its own target, does not use hardpoint's.
MaxTargets = 0, // 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 = 0.75f, // The ratio to offset the random direction (0 to 1)
OffsetTime = 200, // how often to offset degree, measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..)
OffsetRatio = 0.1667f, // The ratio to offset the random direction (0 to 1)
OffsetTime = 20, // 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.
{
Expand Down Expand Up @@ -501,8 +501,8 @@ partial class Parts
// 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 = 1f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage.
Distance = 6000f, // Distance at which damage begins falling off.
MinMultipler = 0.6f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage.
},
Grids = new GridSizeDef
{
Expand All @@ -518,7 +518,7 @@ partial class Parts
},
Shields = new ShieldDef
{
Modifier = 2f, // Multiplier for damage against shields.
Modifier = 1.6f, // Multiplier for damage against shields.
Type = Default, // Damage vs healing against shields; Default, Heal
BypassModifier = -1.5f, // If greater than zero, the percentage of damage that will penetrate the shield.
},
Expand Down Expand Up @@ -568,7 +568,7 @@ partial class Parts
{
Enable = true, //with 30,000 aoe on linear, expect 132,000 total aoe damage per missile.
Radius = 8f, // Meters
Damage = 37000, //nerfed from 60,000 cause lol lmao maybe i shouldnt listen to muzzled. Probably need to convert this into pooled damage soon.
Damage = 50000, //nerfed from 60,000 cause lol lmao maybe i shouldnt listen to muzzled. Probably need to convert this into pooled damage soon.
Depth = 4f,
MaxAbsorb = 0f,
Falloff = Linear, //.NoFalloff applies the same damage to all blocks in radius
Expand Down Expand Up @@ -653,28 +653,28 @@ partial class Parts
Guidance = Smart, // None, Remote, TravelTo, Smart, DetectTravelTo, DetectSmart, DetectFixed
TargetLossDegree = 0f, // Degrees, Is pointed forward
TargetLossTime = 0, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
MaxLifeTime = 2400, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). Please have a value for this, It stops Bad things.
AccelPerSec = 100f, // Meters Per Second. This is the spawning Speed of the Projectile, and used by turning.
DesiredSpeed = 300, // voxel phasing if you go above 5100
MaxTrajectory = 10000f, // Max Distance the projectile or beam can Travel.
MaxLifeTime = 3000, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). Please have a value for this, It stops Bad things.
AccelPerSec = 90f, // Meters Per Second. This is the spawning Speed of the Projectile, and used by turning.
DesiredSpeed = 400, // voxel phasing if you go above 5100
MaxTrajectory = 11000f, // 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: 50), // subtracts value from DesiredSpeed. Be warned, you can make your projectile go backwards.
SpeedVariance = Random(start: 0, end: 40), // subtracts value from DesiredSpeed. Be warned, you can make your projectile go backwards.
RangeVariance = Random(start: 0, end: 0), // subtracts value from MaxTrajectory
MaxTrajectoryTime = 0, // How long the weapon must fire before it reaches MaxTrajectory.
Smarts = new SmartsDef
{
Inaccuracy = 1f, // 0 is perfect, hit accuracy will be a random num of meters between 0 and this value.
Inaccuracy = 6f, // 0 is perfect, hit accuracy will be a random num of meters between 0 and this value.
Aggressiveness = 1.7f, // controls how responsive tracking is.
MaxLateralThrust = 0.7f, // controls how sharp the trajectile may turn
TrackingDelay = 0, // Measured in Shape diameter units traveled.
MaxChaseTime = 2400, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
MaxChaseTime = 3000, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
OverideTarget = false, // when set to true ammo picks its own target, does not use hardpoint's.
MaxTargets = 0, // Number of targets allowed before ending, 0 = unlimited
NoTargetExpire = false, // Expire without ever having a target at TargetLossTime
Roam = true, // Roam current area after target loss
KeepAliveAfterTargetLoss = true, // Whether to stop early death of projectile on target loss
OffsetRatio = 0.15f, // The ratio to offset the random direction (0 to 1)
OffsetRatio = 0.3f, // The ratio to offset the random direction (0 to 1)
OffsetTime = 60, // 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.
Expand Down Expand Up @@ -1063,8 +1063,8 @@ partial class Parts
TargetLossDegree = 80f, // Degrees, Is pointed forward
TargetLossTime = 0, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
MaxLifeTime = 200, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). Please have a value for this, It stops Bad things.
AccelPerSec = 300f, // Meters Per Second. This is the spawning Speed of the Projectile, and used by turning.
DesiredSpeed = 90, // voxel phasing if you go above 5100
AccelPerSec = 0f, // Meters Per Second. This is the spawning Speed of the Projectile, and used by turning.
DesiredSpeed = 120, // voxel phasing if you go above 5100
MaxTrajectory = 10000f, // 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.
Expand All @@ -1077,14 +1077,14 @@ partial class Parts
Aggressiveness = 0.1f, // controls how responsive tracking is.
MaxLateralThrust = 0.1f, // controls how sharp the trajectile may turn
TrackingDelay = 60, // Measured in Shape diameter units traveled.
MaxChaseTime = 900, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
MaxChaseTime = 0, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
OverideTarget = false, // when set to true ammo picks its own target, does not use hardpoint's.
MaxTargets = 0, // 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 = 0.75f, // The ratio to offset the random direction (0 to 1)
OffsetTime = 200, // how often to offset degree, measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..)
OffsetRatio = 0.1667f, // The ratio to offset the random direction (0 to 1)
OffsetTime = 20, // 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.
{
Expand Down Expand Up @@ -1288,8 +1288,8 @@ partial class Parts
// 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 = 1f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage.
Distance = 6000f, // Distance at which damage begins falling off.
MinMultipler = 0.6f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage.
},
Grids = new GridSizeDef
{
Expand All @@ -1305,7 +1305,7 @@ partial class Parts
},
Shields = new ShieldDef
{
Modifier = 2f, // Multiplier for damage against shields.
Modifier = 1.6f, // Multiplier for damage against shields.
Type = Default, // Damage vs healing against shields; Default, Heal
BypassModifier = -1.5f, // If greater than zero, the percentage of damage that will penetrate the shield.
},
Expand Down Expand Up @@ -1355,7 +1355,7 @@ partial class Parts
{
Enable = true,
Radius = 8f, // Meters
Damage = 37000,
Damage = 50000,
Depth = 4f,
MaxAbsorb = 0f,
Falloff = Linear, //.NoFalloff applies the same damage to all blocks in radius
Expand Down Expand Up @@ -1440,28 +1440,28 @@ partial class Parts
Guidance = Smart, // None, Remote, TravelTo, Smart, DetectTravelTo, DetectSmart, DetectFixed
TargetLossDegree = 0f, // Degrees, Is pointed forward
TargetLossTime = 0, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
MaxLifeTime = 2400, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). Please have a value for this, It stops Bad things.
AccelPerSec = 100f, // Meters Per Second. This is the spawning Speed of the Projectile, and used by turning.
DesiredSpeed = 300, // voxel phasing if you go above 5100
MaxTrajectory = 10000f, // Max Distance the projectile or beam can Travel.
MaxLifeTime = 3000, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). Please have a value for this, It stops Bad things.
AccelPerSec = 90f, // Meters Per Second. This is the spawning Speed of the Projectile, and used by turning.
DesiredSpeed = 400, // voxel phasing if you go above 5100
MaxTrajectory = 11000f, // 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: 50), // subtracts value from DesiredSpeed. Be warned, you can make your projectile go backwards.
SpeedVariance = Random(start: 0, end: 40), // subtracts value from DesiredSpeed. Be warned, you can make your projectile go backwards.
RangeVariance = Random(start: 0, end: 0), // subtracts value from MaxTrajectory
MaxTrajectoryTime = 0, // How long the weapon must fire before it reaches MaxTrajectory.
Smarts = new SmartsDef
{
Inaccuracy = 1f, // 0 is perfect, hit accuracy will be a random num of meters between 0 and this value.
Inaccuracy = 6f, // 0 is perfect, hit accuracy will be a random num of meters between 0 and this value.
Aggressiveness = 1.7f, // controls how responsive tracking is.
MaxLateralThrust = 0.7f, // controls how sharp the trajectile may turn
TrackingDelay = 0, // Measured in Shape diameter units traveled.
MaxChaseTime = 2400, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
MaxChaseTime = 3000, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
OverideTarget = false, // when set to true ammo picks its own target, does not use hardpoint's.
MaxTargets = 0, // Number of targets allowed before ending, 0 = unlimited
NoTargetExpire = false, // Expire without ever having a target at TargetLossTime
Roam = true, // Roam current area after target loss
KeepAliveAfterTargetLoss = true, // Whether to stop early death of projectile on target loss
OffsetRatio = 0.15f, // The ratio to offset the random direction (0 to 1)
OffsetRatio = 0.3f, // The ratio to offset the random direction (0 to 1)
OffsetTime = 60, // 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.
Expand Down Expand Up @@ -1616,4 +1616,4 @@ partial class Parts


}
}
}

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