From 25ca92ddc71804a5437bb3d2400edb0429a8a75c Mon Sep 17 00:00:00 2001 From: BadM0dder <109397107+BadM0dder@users.noreply.github.com> Date: Tue, 18 Mar 2025 23:04:06 -0400 Subject: [PATCH] Railgun checking to see if this BBH even works --- .../Data/Scripts/CoreParts/AmmoTypes.cs | 6 +++--- .../Flak MachineGuns LightCannons/GoalieMultiTurretParts.cs | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs b/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs index 63eaf3980..91392e67b 100644 --- a/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs +++ b/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs @@ -2409,10 +2409,10 @@ partial class Parts ByBlockHit = new ByBlockHitDef { Enable = true, - Radius = 4f, // Meters - Damage = 20000f, // Damages 4 blocks + Radius = 5f, // Meters + Damage = 24000f, // Damages 4 blocks Depth = 2f, // Max depth of AOE effect, in meters. 0=disabled, and AOE effect will reach to a depth of the radius value - MaxAbsorb = 5000f, // Soft cutoff for damage, except for pooled falloff. If pooled falloff, limits max damage per block. + MaxAbsorb = 6000f, // Soft cutoff for damage, except for pooled falloff. If pooled falloff, limits max damage per block. 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 diff --git a/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Flak MachineGuns LightCannons/GoalieMultiTurretParts.cs b/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Flak MachineGuns LightCannons/GoalieMultiTurretParts.cs index 7ff0c5ae1..e3f615280 100644 --- a/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Flak MachineGuns LightCannons/GoalieMultiTurretParts.cs +++ b/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Flak MachineGuns LightCannons/GoalieMultiTurretParts.cs @@ -387,7 +387,7 @@ partial class Parts { DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat). ShotsInBurst = 2, // Use this if you don't want the weapon to fire an entire physical magazine in one go. Should not be more than your magazine capacity. DelayAfterBurst = 29, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). - FireFull = true, // Whether the weapon should fire the full magazine (or the full burst instead if ShotsInBurst > 0), even if the target is lost or the player stops firing prematurely. + FireFull = true, //doesnt work currently because of the burst needed for the cadence //Whether the weapon should fire the full magazine (or the full burst instead if ShotsInBurst > 0), even if the target is lost or the player stops firing prematurely. GiveUpAfter = false, // Whether the weapon should drop its current target and reacquire a new target after finishing its magazine or burst. BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire. DeterministicSpin = false, // Spin barrel position will always be relative to initial / starting positions (spin will not be as smooth).