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Original file line number Diff line number Diff line change
Expand Up @@ -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
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Original file line number Diff line number Diff line change
Expand Up @@ -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).
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