From 3d81a418c3a50f150c4a4ac8333101848f413c9e Mon Sep 17 00:00:00 2001 From: BadM0dder <109397107+BadM0dder@users.noreply.github.com> Date: Fri, 21 Mar 2025 17:21:17 -0400 Subject: [PATCH] brighten Iowa round, Reaver adjustments, railgun power, Goalie changed adding commas and spaces to FAS Goalie Buffed, BP reduced cause its meh, limited to 4 per grid because awesome particle show can be too much Reaver Reload halved Railgun power set to 150 --- .../Data/Scripts/Additions/PointAdditions.cs | 12 +-- .../Data/Scripts/CoreParts/AmmoTypes.cs | 2 +- .../GoalkeeperFlakwallCubeblock.sbc | 8 +- .../GoalieMultiTurretParts.cs | 8 +- .../Magnetic Weapons/ReaverWeaponParts.cs | 8 +- .../CoreParts/Large Calibre/380mmAPAmmo.cs | 93 +------------------ .../CoreParts/Large Calibre/380mmHEAmmo.cs | 6 +- .../CoreParts/Large Calibre/380mmQuadGun.cs | 2 +- .../Large Calibre/381mmGunTwinAlt.cs | 2 +- .../CoreParts/Large Calibre/381mmTwinGun.cs | 2 +- .../CoreParts/Large Calibre/406mmGun.cs | 2 +- .../CoreParts/Large Calibre/406mmalt.cs | 2 +- .../Medium Calibre/203mmTripleGun.cs | 2 +- .../CoreParts/Medium Calibre/203mmTwinGun.cs | 2 +- .../CoreParts/Small Calibre/127mmMark12.cs | 2 +- .../CoreParts/Small Calibre/127mmMark24.cs | 2 +- .../CoreParts/Small Calibre/127mmMark32.cs | 2 +- .../CoreParts/Small Calibre/127mmMark56.cs | 2 +- .../Small Calibre/152mmTripleUSI127mmCON.cs | 2 +- 19 files changed, 38 insertions(+), 123 deletions(-) diff --git a/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs b/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs index 221218d6e..57af221b6 100644 --- a/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs +++ b/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs @@ -560,7 +560,7 @@ internal class PointAdditions : MySessionComponentBase ["Hellfire_Laser_Block"] = 666, - ["Cat_StarcoreUlitity"] = 21, + ["Cat_StarcoreUlitity"] = 21, ["LargeBlockRemoteControl"] = 100, ["SmallBlockRemoteControl"] = 50, ["LargeProgrammableBlock"] = 50, @@ -591,7 +591,7 @@ internal class PointAdditions : MySessionComponentBase ["Starcore_RWR_Projectiles"] = 5, ["SC_Flare"] = 50, ["SI_Field_Gen"] = 50, - ["FieldGen_Core"] = 50, + ["FieldGen_Core"] = 50, ["FieldGen_Capacity_Upgrade"] = 50, ["SELtdLargeNanobotBuildAndRepairSystem"] = 50, ["PM_LG_BLASTPLATE_BLASTPLATE"] = 100, @@ -612,9 +612,9 @@ internal class PointAdditions : MySessionComponentBase ["BlinkDriveLarge"] = 500, ["SCSmallJumpDrive"] = 250, - ["Cat_BadModder"] = 22, + ["Cat_BadModder"] = 22, ["APE_Strong"] = 200, - ["GoalieCasemate"] = 175, + ["GoalieCasemate"] = 100, ["Reaver_Coilgun"] = 115, ["Assault_Coil_Turret"] = 115, ["Priest_Block"] = 100, @@ -646,7 +646,7 @@ internal class PointAdditions : MySessionComponentBase ["Thagomizer_Angled"] = 635, ["Thagomizer_Angled_Flipped"] = 635, - ["Cat_Strikecraft"] = 23, + ["Cat_Strikecraft"] = 23, ["HeavyFighterBay"] = 230, ["longsword"] = 625, ["TaiidanSingleHangar"] = 100, @@ -948,7 +948,7 @@ private static MyTuple ClimbingCostRename(string blockDisplayName break; case "[FLAW] Goalkeeper Casemate Flak Battery": blockDisplayName = "[FLAW] Goalkeeper Flakwall"; - costMultiplier = 0.119f; + costMultiplier = 0f; break; case "Shield Controller": case "Shield Controller Table": 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 a5fba7caa..0d5aa9cd5 100644 --- a/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs +++ b/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs @@ -2293,7 +2293,7 @@ partial class Parts AmmoMagazine = "LargeRailgunAmmo", // SubtypeId of physical ammo magazine. Use "Energy" for weapons without physical ammo. AmmoRound = "Large Railgun Slug", // Name of ammo in terminal, should be different for each ammo type used by the same weapon. Is used by Shrapnel. HybridRound = true, // Use both a physical ammo magazine and energy per shot. - EnergyCost = 0.2858f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. + EnergyCost = 0.2143f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. BaseDamage = 126000f, //holy number, not to be changed //Direct damage; one steel plate is worth 100. Mass = 277f, // In kilograms; how much force the impact will apply to the target. Health = 0, // How much damage the projectile can take from other projectiles (base of 1 per hit) before dying; 0 disables this and makes the projectile untargetable. diff --git a/Weapon Mods/TIOStarcore/Data/SBC CubeBlocks/GoalkeeperFlakwallCubeblock.sbc b/Weapon Mods/TIOStarcore/Data/SBC CubeBlocks/GoalkeeperFlakwallCubeblock.sbc index a8215e0fd..028154c48 100644 --- a/Weapon Mods/TIOStarcore/Data/SBC CubeBlocks/GoalkeeperFlakwallCubeblock.sbc +++ b/Weapon Mods/TIOStarcore/Data/SBC CubeBlocks/GoalkeeperFlakwallCubeblock.sbc @@ -9,8 +9,8 @@ [FLAW] Goalkeeper Casemate Flak Battery - [1600 Targeting Range] - [1200 Flak Range] + [2000m Targeting Range] + [1200m Flak Range] [Clouds of small pre-cast fragments are lethal to missiles, biologicals, below average sized meteors, and small grids.] [Targets Missiles, deals 160 AMS Damage Per Second] @@ -19,8 +19,8 @@ Large true TriangleMesh - - + + Models\HSR\K_HSR_Damnation_Large.mwm 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 e3f615280..398761d1b 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 @@ -53,7 +53,7 @@ partial class Parts { Projectiles, Meteors, Neutrals, // Types of threat to engage: Grids, Projectiles, Characters, Meteors, Neutrals }, SubSystems = new[] { - Offense, Thrust, Utility, Power, Production, Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any + Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any }, ClosestFirst = false, // Tries to pick closest targets first (blocks on grids, projectiles, etc...). IgnoreDumbProjectiles = false, // Don't fire at non-smart projectiles. @@ -147,7 +147,7 @@ partial class Parts { }, Other = new OtherDef { - ConstructPartCap = 0, // Maximum number of blocks with this weapon on a grid; 0 = unlimited. + ConstructPartCap = 4, // Maximum number of blocks with this weapon on a grid; 0 = unlimited. RotateBarrelAxis = 0, // For spinning barrels, which axis to spin the barrel around; 0 = none. EnergyPriority = 0, // Deprecated. MuzzleCheck = false, // Whether the weapon should check LOS from each individual muzzle in addition to the scope. @@ -266,7 +266,7 @@ partial class Parts { Projectiles, Meteors, Neutrals,// Types of threat to engage: Grids, Projectiles, Characters, Meteors, Neutrals }, SubSystems = new[] { - Offense, Thrust, Utility, Power, Production, Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any + Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any }, ClosestFirst = false, // Tries to pick closest targets first (blocks on grids, projectiles, etc...). IgnoreDumbProjectiles = false, // Don't fire at non-smart projectiles. @@ -480,7 +480,7 @@ partial class Parts { Projectiles, Meteors, Neutrals,// Types of threat to engage: Grids, Projectiles, Characters, Meteors, Neutrals }, SubSystems = new[] { - Offense, Thrust, Utility, Power, Production, Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any + Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any }, ClosestFirst = false, // Tries to pick closest targets first (blocks on grids, projectiles, etc...). IgnoreDumbProjectiles = false, // Don't fire at non-smart projectiles. diff --git a/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Magnetic Weapons/ReaverWeaponParts.cs b/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Magnetic Weapons/ReaverWeaponParts.cs index 9758d29f4..6a99203c9 100644 --- a/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Magnetic Weapons/ReaverWeaponParts.cs +++ b/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Magnetic Weapons/ReaverWeaponParts.cs @@ -127,7 +127,7 @@ partial class Parts { HomeAzimuth = 0, // Default resting rotation angle HomeElevation = 0, // Default resting elevation InventorySize = 1f, // Inventory capacity in kL. - IdlePower = 0.001f, //fix for animation??? Constant base power draw in MW. + IdlePower = 0f, //fix for animation??? Constant base power draw in MW. FixedOffset = false, // Deprecated. Offset = Vector(x: 0, y: 0, z: 0), // Offsets the aiming/firing line of the weapon, in metres. Type = BlockWeapon, // What type of weapon this is; BlockWeapon, HandWeapon, Phantom @@ -159,7 +159,7 @@ partial class Parts { BarrelsPerShot = 2, // How many muzzles will fire a projectile per fire event. TrajectilesPerBarrel = 1, // Number of projectiles per muzzle per fire event. SkipBarrels = 0, // Number of muzzles to skip after each fire event. - ReloadTime = 600, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + ReloadTime = 300, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). MagsToLoad = 1, //20 Number of physical magazines to consume on reload. DelayUntilFire = 0, // How long the weapon waits before shooting after being told to fire. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). HeatPerShot = 1, // Heat generated per shot. @@ -343,7 +343,7 @@ partial class Parts { HomeAzimuth = 0, // Default resting rotation angle HomeElevation = 0, // Default resting elevation InventorySize = 1f, // Inventory capacity in kL. - IdlePower = 0.0001f, // Constant base power draw in MW. + IdlePower = 0f, // Constant base power draw in MW. FixedOffset = false, // Deprecated. Offset = Vector(x: 0, y: 0, z: 0), // Offsets the aiming/firing line of the weapon, in metres. Type = BlockWeapon, // What type of weapon this is; BlockWeapon, HandWeapon, Phantom @@ -375,7 +375,7 @@ partial class Parts { BarrelsPerShot = 2, // How many muzzles will fire a projectile per fire event. TrajectilesPerBarrel = 1, // Number of projectiles per muzzle per fire event. SkipBarrels = 0, // Number of muzzles to skip after each fire event. - ReloadTime = 600, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + ReloadTime = 300, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). MagsToLoad = 1, //20 Number of physical magazines to consume on reload. DelayUntilFire = 0, // How long the weapon waits before shooting after being told to fire. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). HeatPerShot = 1, // Heat generated per shot. diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/380mmAPAmmo.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/380mmAPAmmo.cs index b50730355..88da056d5 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/380mmAPAmmo.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/380mmAPAmmo.cs @@ -173,73 +173,12 @@ partial class Parts CustomSound = "", }, }, - Ewar = new EwarDef - { - Enable = false, // Enables the EWAR , Electronic-Warfare System - Type = EnergySink, // EnergySink, Emp, Offense, Nav, Dot, AntiSmart, JumpNull, Anchor, Tractor, Pull, Push, - Mode = Effect, // Effect , Field - Strength = 10000f, - Radius = 100f, // Meters - Duration = 100, // In Ticks - StackDuration = true, // Combined Durations - Depletable = true, - MaxStacks = 10, // Max Debuffs at once - NoHitParticle = false, - /* - EnergySink : Targets & Shutdowns Power Supplies, such as Batteries & Reactor - Emp : Targets & Shutdown any Block capable of being powered - Offense : Targets & Shutdowns Weaponry - Nav : Targets & Shutdown Gyros, Thrusters, or Locks them down - Dot : Deals Damage to Blocks in radius - AntiSmart : Effects & Scrambles the Targeting List of Affected Missiles - JumpNull : Shutdown & Stops any Active Jumps, or JumpDrive Units in radius - Tractor : Affects target with Physics - Pull : Affects target with Physics - Push : Affects target with Physics - Anchor : Affects target with Physics - - */ - Force = new PushPullDef - { - ForceFrom = ProjectileLastPosition, // ProjectileLastPosition, ProjectileOrigin, HitPosition, TargetCenter, TargetCenterOfMass - ForceTo = HitPosition, // ProjectileLastPosition, ProjectileOrigin, HitPosition, TargetCenter, TargetCenterOfMass - Position = TargetCenterOfMass, // ProjectileLastPosition, ProjectileOrigin, HitPosition, TargetCenter, TargetCenterOfMass - DisableRelativeMass = false, - TractorRange = 0, - ShooterFeelsForce = false, - }, - Field = new FieldDef - { - Interval = 0, // Time between each pulse, in game ticks (60 == 1 second). - PulseChance = 0, // Chance from 0 - 100 that an entity in the field will be hit by any given pulse. - GrowTime = 0, // How many ticks it should take the field to grow to full size. - HideModel = false, // Hide the projectile model if it has one. - ShowParticle = false, // Set to show block damage effect when ewared. - TriggerRange = 250f, //range at which fields are triggered - Particle = new ParticleDef // Particle effect to generate at the field's position. - { - Name = "", // SubtypeId of field particle effect. - Extras = new ParticleOptionDef - { - Scale = 1, // Scale of effect. - }, - }, - }, - }, - Beams = new BeamDef - { - Enable = false, // Enable beam behaviour. Please have 3600 RPM, when this Setting is enabled. Please do not fire Beams into Voxels. - VirtualBeams = false, // Only one damaging beam, but with the effectiveness of the visual beams combined (better performance). - ConvergeBeams = false, // When using virtual beams, converge the visual beams to the location of the real beam. - RotateRealBeam = false, // The real beam is rotated between all visual beams, instead of centered between them. - OneParticle = false, // Only spawn one particle hit per beam weapon. - }, Trajectory = new TrajectoryDef { Guidance = None, // None, Remote, TravelTo, Smart, DetectTravelTo, DetectSmart, DetectFixed TargetLossDegree = 80f, // Degrees, Is pointed forward TargetLossTime = 0, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). - MaxLifeTime = 2000, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). Please have a value for this, It stops Bad things. + MaxLifeTime = 600, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). 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 = 1300, // voxel phasing if you go above 5100 MaxTrajectory = 10000f, // Max Distance the projectile or beam can Travel. @@ -248,30 +187,6 @@ partial class Parts SpeedVariance = Random(start: 0, end: 0), // subtracts value from DesiredSpeed. Be warned, you can make your projectile go backwards. RangeVariance = Random(start: 5, end: 10), // subtracts value from MaxTrajectory MaxTrajectoryTime = 0, // How long the weapon must fire before it reaches MaxTrajectory. - Smarts = new SmartsDef - { - Inaccuracy = 5f, // 0 is perfect, hit accuracy will be a random num of meters between 0 and this value. - Aggressiveness = 1f, // controls how responsive tracking is. - MaxLateralThrust = 0.5, // controls how sharp the trajectile may turn - TrackingDelay = 1, // Measured in Shape diameter units traveled. - MaxChaseTime = 450, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). - OverideTarget = true, // when set to true ammo picks its own target, does not use hardpoint's. - CheckFutureIntersection = false, // Utilize obstacle avoidance? - MaxTargets = 3, // 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 = 0f, // The ratio to offset the random direction (0 to 1) - OffsetTime = 0, // 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. - { - DetectRadius = 0, - DeCloakRadius = 0, - FieldTime = 0, - Cloak = false, - Persist = false, - }, }, AmmoGraphics = new GraphicDef { @@ -333,13 +248,13 @@ partial class Parts Lines = new LineDef { TracerMaterial = "ProjectileTrailLine", // WeaponLaser, ProjectileTrailLine, WarpBubble, etc.. - ColorVariance = Random(start: 1.0f, end: 1.3f), // multiply the color by random values within range. + ColorVariance = Random(start: 0f, end: 0f), // multiply the color by random values within range. WidthVariance = Random(start: 0f, end: 0.1f), // adds random value to default width (negatives shrinks width) Tracer = new TracerBaseDef { Enable = true, - Length = 10f, - Width = 0.1f, + Length = 20f, + Width = 0.25f, Color = Color(red: 25f, green: 25f, blue: 24f, alpha: 0.8f), }, Trail = new TrailDef diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/380mmHEAmmo.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/380mmHEAmmo.cs index ec1b72944..188ea5d5e 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/380mmHEAmmo.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/380mmHEAmmo.cs @@ -333,13 +333,13 @@ partial class Parts Lines = new LineDef { TracerMaterial = "ProjectileTrailLine", // WeaponLaser, ProjectileTrailLine, WarpBubble, etc.. - ColorVariance = Random(start: 1.0f, end: 1.3f), // multiply the color by random values within range. + ColorVariance = Random(start: 0f, end: 0f), // multiply the color by random values within range. WidthVariance = Random(start: 0f, end: 0.1f), // adds random value to default width (negatives shrinks width) Tracer = new TracerBaseDef { Enable = true, - Length = 10f, - Width = 0.1f, + Length = 20f, + Width = 0.25f, Color = Color(red: 40.80f, green: 8.20f, blue: 1.6f, alpha: 0.1f), }, Trail = new TrailDef diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/380mmQuadGun.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/380mmQuadGun.cs index 88858f125..44358720a 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/380mmQuadGun.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/380mmQuadGun.cs @@ -189,7 +189,7 @@ partial class Parts { }, }, Ammos = new[] { - FA380mmShell,FA380mmAPShell // Must list all primary, shrapnel, and pattern ammos. + FA380mmShell, FA380mmAPShell, // Must list all primary, shrapnel, and pattern ammos. }, //Animations = Weapon75_Animation, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/381mmGunTwinAlt.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/381mmGunTwinAlt.cs index a3192bd78..e86e4ab83 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/381mmGunTwinAlt.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/381mmGunTwinAlt.cs @@ -187,7 +187,7 @@ partial class Parts { }, }, Ammos = new[] { - FA380mmShell,FA380mmAPShell // Must list all primary, shrapnel, and pattern ammos. + FA380mmShell, FA380mmAPShell, // Must list all primary, shrapnel, and pattern ammos. }, //Animations = Weapon75_Animation, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/381mmTwinGun.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/381mmTwinGun.cs index ed6583ebb..818c8d032 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/381mmTwinGun.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/381mmTwinGun.cs @@ -187,7 +187,7 @@ partial class Parts { }, }, Ammos = new[] { - FA380mmShell,FA380mmAPShell,// Must list all primary, shrapnel, and pattern ammos. + FA380mmShell, FA380mmAPShell, // Must list all primary, shrapnel, and pattern ammos. }, //Animations = Weapon75_Animation, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/406mmGun.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/406mmGun.cs index b3640043d..29dd9ed71 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/406mmGun.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/406mmGun.cs @@ -191,7 +191,7 @@ partial class Parts { }, }, Ammos = new[] { - FA380mmShell,FA380mmAPShell // Must list all primary, shrapnel, and pattern ammos. + FA380mmShell, FA380mmAPShell, // Must list all primary, shrapnel, and pattern ammos. }, //Animations = FA16InchRecoil, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/406mmalt.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/406mmalt.cs index da2b04a92..2dd99cc0f 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/406mmalt.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/406mmalt.cs @@ -191,7 +191,7 @@ partial class Parts { }, }, Ammos = new[] { - FA380mmShell,FA380mmAPShell // Must list all primary, shrapnel, and pattern ammos. + FA380mmShell, FA380mmAPShell, // Must list all primary, shrapnel, and pattern ammos. }, //Animations = FA16InchRecoil, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Medium Calibre/203mmTripleGun.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Medium Calibre/203mmTripleGun.cs index 2deb08a9f..c08133782 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Medium Calibre/203mmTripleGun.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Medium Calibre/203mmTripleGun.cs @@ -193,7 +193,7 @@ partial class Parts { }, }, Ammos = new[] { - APShell203, HEShell203 // Must list all primary, shrapnel, and pattern ammos. + APShell203, HEShell203, // Must list all primary, shrapnel, and pattern ammos. }, //Animations = Weapon75_Animation, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Medium Calibre/203mmTwinGun.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Medium Calibre/203mmTwinGun.cs index 869048020..b8f7a1a96 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Medium Calibre/203mmTwinGun.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Medium Calibre/203mmTwinGun.cs @@ -192,7 +192,7 @@ partial class Parts { }, }, Ammos = new[] { - APShell203, HEShell203 // Must list all primary, shrapnel, and pattern ammos. + APShell203, HEShell203, // Must list all primary, shrapnel, and pattern ammos. }, //Animations = Weapon75_Animation, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark12.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark12.cs index 27f8b1540..cc721d7af 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark12.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark12.cs @@ -184,7 +184,7 @@ partial class Parts { }, }, Ammos = new[] { - FA5InchShell, FA5SAPShell // Must list all primary, shrapnel, and pattern ammos. + FA5InchShell, FA5SAPShell, // Must list all primary, shrapnel, and pattern ammos. }, //Animations = Weapon75_Animation, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark24.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark24.cs index bde56d017..f474702c3 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark24.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark24.cs @@ -184,7 +184,7 @@ partial class Parts { }, }, Ammos = new[] { - FA5InchShell,FA5SAPShell // Must list all primary, shrapnel, and pattern ammos. + FA5InchShell, FA5SAPShell, // Must list all primary, shrapnel, and pattern ammos. }, //Animations = Weapon75_Animation, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark32.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark32.cs index 36cd5c97f..6d379263a 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark32.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark32.cs @@ -185,7 +185,7 @@ partial class Parts { }, }, Ammos = new[] { - FA5InchShell,FA5SAPShell // Must list all primary, shrapnel, and pattern ammos. + FA5InchShell, FA5SAPShell, // Must list all primary, shrapnel, and pattern ammos. }, //Animations = Weapon75_Animation, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark56.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark56.cs index f9189a61c..255f2287b 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark56.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark56.cs @@ -185,7 +185,7 @@ partial class Parts { }, }, Ammos = new[] { - FA5InchShell,FA5SAPShell // Must list all primary, shrapnel, and pattern ammos. + FA5InchShell, FA5SAPShell, // Must list all primary, shrapnel, and pattern ammos. }, //Animations = Weapon75_Animation, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/152mmTripleUSI127mmCON.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/152mmTripleUSI127mmCON.cs index e269ef293..e86995807 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/152mmTripleUSI127mmCON.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/152mmTripleUSI127mmCON.cs @@ -193,7 +193,7 @@ partial class Parts { }, }, Ammos = new[] { - FA5InchShell,FA5SAPShell // Must list all primary, shrapnel, and pattern ammos. + FA5InchShell, FA5SAPShell, // Must list all primary, shrapnel, and pattern ammos. }, //Animations = Weapon75_Animation, //Upgrades = UpgradeModules,