diff --git a/Weapon Mods/Development/TIOStarcore-Dev/Data/Scripts/CoreParts/Rockets and Torpedoes/DevastatorTorpAmmotypes.cs b/Weapon Mods/Development/TIOStarcore-Dev/Data/Scripts/CoreParts/Rockets and Torpedoes/DevastatorTorpAmmotypes.cs index 4661ea4..e0e8623 100644 --- a/Weapon Mods/Development/TIOStarcore-Dev/Data/Scripts/CoreParts/Rockets and Torpedoes/DevastatorTorpAmmotypes.cs +++ b/Weapon Mods/Development/TIOStarcore-Dev/Data/Scripts/CoreParts/Rockets and Torpedoes/DevastatorTorpAmmotypes.cs @@ -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. @@ -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. { @@ -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 { @@ -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. }, @@ -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 @@ -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. @@ -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. @@ -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. { @@ -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 { @@ -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. }, @@ -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 @@ -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. @@ -1616,4 +1616,4 @@ partial class Parts } -} \ No newline at end of file +}