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Original file line number Diff line number Diff line change
Expand Up @@ -79,7 +79,7 @@ partial class Parts {
LockedSmartOnly = false, // Only fire at smart projectiles that are locked on to parent grid.
MinimumDiameter = 0, // Minimum radius of threat to engage.
MaximumDiameter = 0, // Maximum radius of threat to engage; 0 = unlimited.
MaxTargetDistance = 40000, // Maximum distance at which targets will be automatically shot at; 0 = unlimited.
MaxTargetDistance = 3000, // Maximum distance at which targets will be automatically shot at; 0 = unlimited.
MinTargetDistance = 0, // Minimum distance at which targets will be automatically shot at.
TopTargets = 4, // Maximum number of targets to randomize between; 0 = unlimited.
TopBlocks = 8, // Maximum number of blocks to randomize between; 0 = unlimited.
Expand All @@ -88,8 +88,8 @@ partial class Parts {
HardPoint = new HardPointDef
{
PartName = "Metal Storm", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons).
DeviateShotAngle = 0.05f, // Projectile inaccuracy in degrees.
AimingTolerance = 5f, // How many degrees off target a turret can fire at. 0 - 180 firing angle.
DeviateShotAngle = 0.15f, // Projectile inaccuracy in degrees.
AimingTolerance = 3f, // How many degrees off target a turret can fire at. 0 - 180 firing angle.
AimLeadingPrediction = Accurate, // Level of turret aim prediction; Off, Basic, Accurate, Advanced
DelayCeaseFire = 0, // Measured in game ticks (6 = 100ms, 60 = 1 second, etc..). Length of time the weapon continues firing after trigger is released - while a target is available.
AddToleranceToTracking = false, // Allows turret to track to the edge of the AimingTolerance cone instead of dead centre.
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Original file line number Diff line number Diff line change
Expand Up @@ -135,11 +135,11 @@ partial class Parts
MaxLifeTime = 0, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). time begins at 0 and time must EXCEED this value to trigger "time > maxValue". 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 = 1000, // voxel phasing if you go above 5100
MaxTrajectory = 4000, // Max Distance the projectile or beam can Travel.
MaxTrajectory = 3150, // Max Distance the projectile or beam can Travel.
DeaccelTime = 0, // 0 is disabled, a value causes the projectile to come to rest overtime, (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: 0, end: 0), // subtracts value from MaxTrajectory
RangeVariance = Random(start: 0, end: 75), // subtracts value from MaxTrajectory
MaxTrajectoryTime = 0, // How long the weapon must fire before it reaches MaxTrajectory.
},
AmmoGraphics = new GraphicDef
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