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Original file line number Diff line number Diff line change
Expand Up @@ -200,7 +200,6 @@
[8 mini torps target missiles]
[Will heal shields if it impacts]
[40 second reload]
Caution, give it decent line of sight for better results

</Description>
<Icon>Textures\GUI\missile_defense.png</Icon>
Expand Down Expand Up @@ -543,7 +542,7 @@
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>240</BuildTimeSeconds>
<BuildTimeSeconds>30</BuildTimeSeconds>
<InventoryMaxVolume>1</InventoryMaxVolume>
<DamageEffectId>213</DamageEffectId>
<AiEnabled>false</AiEnabled>
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Original file line number Diff line number Diff line change
Expand Up @@ -58,7 +58,7 @@ partial class Parts
HardPoint = new HardPointDef
{
PartName = "Flechette_Artillery", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons).
DeviateShotAngle = 3f, // Projectile inaccuracy in degrees.
DeviateShotAngle = 1.25f, // Projectile inaccuracy in degrees.
AimingTolerance = 5f, // 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.
Expand Down Expand Up @@ -121,9 +121,9 @@ partial class Parts
{
RateOfFire = 30, // Set this to 3600 for beam weapons. This is how fast your Gun fires.
BarrelsPerShot = 1, // How many muzzles will fire a projectile per fire event.
TrajectilesPerBarrel = 5, // Number of projectiles per muzzle 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 = 480, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
ReloadTime = 240, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
MagsToLoad = 2, // 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.
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Original file line number Diff line number Diff line change
Expand Up @@ -47,19 +47,19 @@ partial class Parts {
MinimumDiameter = 0, // Minimum radius of threat to engage.
MaximumDiameter = 0, // Maximum radius ofE threat to engage; 0 = unlimited.
MaxTargetDistance = 0, // Maximum distance at which targets will be automatically shot at; 0 = unlimited.
MinTargetDistance = 1000, // Minimum distance at which targets will be automatically shot at.
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.
StopTrackingSpeed = 0, // Do not track threats traveling faster than this speed; 0 = unlimited.
},
HardPoint = new HardPointDef
{
PartName = "Hercules MAC", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons).
DeviateShotAngle = 0f, // Projectile inaccuracy in degrees.
AimingTolerance = 1.5f, // How many degrees off target a turret can fire at. 0 - 180 firing angle.
DeviateShotAngle = 0.1f, // Projectile inaccuracy in degrees.
AimingTolerance = 0f, // 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 = true, // Allows turret to track to the edge of the AimingTolerance cone instead of dead centre.
AddToleranceToTracking = false, // Allows turret to track to the edge of the AimingTolerance cone instead of dead centre.
CanShootSubmerged = false, // Whether the weapon can be fired underwater when using WaterMod.

Ui = new UiDef
Expand All @@ -71,10 +71,10 @@ partial class Parts {
},
Ai = new AiDef
{
TrackTargets = true, // Whether this weapon tracks its own targets, or (for multiweapons) relies on the weapon with PrimaryTracking enabled for target designation. Turrets Need this set to True.
TurretAttached = true, // Whether this weapon is a turret and should have the UI and API options for such. Turrets Need this set to True.
TurretController = true, // Whether this weapon can physically control the turret's movement. Turrets Need this set to True.
PrimaryTracking = true, // For multiweapons: whether this weapon should designate targets for other weapons on the platform without their own tracking.
TrackTargets = false, // Whether this weapon tracks its own targets, or (for multiweapons) relies on the weapon with PrimaryTracking enabled for target designation. Turrets Need this set to True.
TurretAttached = false, // Whether this weapon is a turret and should have the UI and API options for such. Turrets Need this set to True.
TurretController = false, // Whether this weapon can physically control the turret's movement. Turrets Need this set to True.
PrimaryTracking = false, // For multiweapons: whether this weapon should designate targets for other weapons on the platform without their own tracking.
LockOnFocus = false, // If enabled, weapon will only fire at targets that have been HUD selected AND locked onto by pressing Numpad 0.
SuppressFire = false, // If enabled, weapon can only be fired manually.
OverrideLeads = false, // Disable target leading on fixed weapons, or allow it for turrets.
Expand All @@ -88,7 +88,7 @@ partial class Parts {
MinElevation = 0,
MaxElevation = 0,
HomeAzimuth = 0, // Default resting rotation angle
HomeElevation = 0, // Default resting elevation
HomeElevation = 15, // Default resting elevation
InventorySize = 1f, // Inventory capacity in kL.
IdlePower = 0.25f, // Constant base power draw in MW.
FixedOffset = false, // Deprecated.
Expand Down Expand Up @@ -116,19 +116,19 @@ partial class Parts {
},
Loading = new LoadingDef
{
RateOfFire = 120, // Set this to 3600 for beam weapons. This is how fast your Gun fires.
RateOfFire = 360, // Set this to 3600 for beam weapons. This is how fast your Gun fires.
BarrelsPerShot = 1, // 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 = 900, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
ReloadTime = 1500, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
MagsToLoad = 3, // 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.
MaxHeat = 70000, // Max heat before weapon enters cooldown (70% of max heat).
Cooldown = .95f, // Percentage of max heat to be under to start firing again after overheat; accepts 0 - 0.95
HeatSinkRate = 9000000, // Amount of heat lost per second.
DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat).
ShotsInBurst = 0, // 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.
ShotsInBurst = 3, // 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 = 0, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
FireFull = false, // 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.
Expand Down Expand Up @@ -192,7 +192,7 @@ partial class Parts {
SolHyp_HG_VFX3,
// Must list all primary, shrapnel, and pattern ammos.
},
//Animations = FlakAnimation,
//Animations = Weapon75_Animation,
//Upgrades = UpgradeModules,
};
// Don't edit below this line.
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