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Original file line number Diff line number Diff line change
Expand Up @@ -560,7 +560,7 @@ internal class PointAdditions : MySessionComponentBase
["Hellfire_Laser_Block"] = 666,


["Cat_StarcoreUlitity"] = 21,
["Cat_StarcoreUlitity"] = 21,
["LargeBlockRemoteControl"] = 100,
["SmallBlockRemoteControl"] = 50,
["LargeProgrammableBlock"] = 50,
Expand Down Expand Up @@ -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,
Expand All @@ -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,
Expand Down Expand Up @@ -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,
Expand Down Expand Up @@ -948,7 +948,7 @@ private static MyTuple<string, float> 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":
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -9,8 +9,8 @@
</Id>
<DisplayName>[FLAW] Goalkeeper Casemate Flak Battery</DisplayName>
<Description>
[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]

Expand All @@ -19,8 +19,8 @@
<CubeSize>Large</CubeSize>
<GuiVisible>true</GuiVisible>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="5" y="3" z="5" />
<ModelOffset x="0" y="0" z="0" />
<Size x="5" y="3" z="3" />
<ModelOffset x="0" y="0" z="-2.5" />
<Model>Models\HSR\K_HSR_Damnation_Large.mwm</Model>
<Components>
<Component Subtype="SteelPlate" Count="1000" />
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand Down Expand Up @@ -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.
Expand Down Expand Up @@ -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.
Expand Down Expand Up @@ -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.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down Expand Up @@ -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.
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand All @@ -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
{
Expand Down Expand Up @@ -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
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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,
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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,
Expand Down
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