diff --git a/Weapon Mods/Anomaly_Solaris_Hypernautics/Audio/ion_cannon_firing.wav b/Weapon Mods/Anomaly_Solaris_Hypernautics/Audio/ion_cannon_firing.wav
new file mode 100644
index 000000000..2dce47862
Binary files /dev/null and b/Weapon Mods/Anomaly_Solaris_Hypernautics/Audio/ion_cannon_firing.wav differ
diff --git a/Weapon Mods/Anomaly_Solaris_Hypernautics/Audio/seismic_charge.wav b/Weapon Mods/Anomaly_Solaris_Hypernautics/Audio/seismic_charge.wav
new file mode 100644
index 000000000..fab4d17cc
Binary files /dev/null and b/Weapon Mods/Anomaly_Solaris_Hypernautics/Audio/seismic_charge.wav differ
diff --git a/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Audio.sbc b/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Audio.sbc
index 129bd91fa..b96f9704d 100644
--- a/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Audio.sbc
+++ b/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Audio.sbc
@@ -350,6 +350,54 @@
+
+
+
+
+
+ MyObjectBuilder_AudioDefinition
+ ArcLaunch
+
+ SHOT
+ 8000
+ HeavyFight
+ 3
+ 0.8
+ false
+ 0.2
+ 100
+ 10
+
+
+ Audio\ion_cannon_firing.wav
+
+
+
+
+
+
+
+
+ MyObjectBuilder_AudioDefinition
+ SeismicCharge
+
+ SHOT
+ 2500
+ 0
+ HeavyFight
+ 3
+ 0.7
+ false
+ 0.12
+ 75
+
+
+
+ Audio\seismic_charge.wav
+
+
+
+
diff --git a/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/ArcStrike_Launcher.cs b/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/ArcStrike_Launcher.cs
index c7d9966b9..37518fd1f 100644
--- a/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/ArcStrike_Launcher.cs
+++ b/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/ArcStrike_Launcher.cs
@@ -1,203 +1,203 @@
-using static Scripts.Structure;
-using static Scripts.Structure.WeaponDefinition;
-using static Scripts.Structure.WeaponDefinition.ModelAssignmentsDef;
-using static Scripts.Structure.WeaponDefinition.HardPointDef;
-using static Scripts.Structure.WeaponDefinition.HardPointDef.Prediction;
-using static Scripts.Structure.WeaponDefinition.TargetingDef.BlockTypes;
-using static Scripts.Structure.WeaponDefinition.TargetingDef.Threat;
-using static Scripts.Structure.WeaponDefinition.HardPointDef.HardwareDef;
-using static Scripts.Structure.WeaponDefinition.HardPointDef.HardwareDef.HardwareType;
-
-namespace Scripts {
- partial class Parts {
- // Don't edit above this line
- WeaponDefinition SolHyp_ArcStrike_HTorpedo => new WeaponDefinition
- {
- Assignments = new ModelAssignmentsDef
- {
- MountPoints = new[] {
- new MountPointDef {
- SubtypeId = "ArcStrike_Torp_Launcher",
- SpinPartId = "", // For weapons with a spinning barrel such as Gatling Guns.
- MuzzlePartId = "None", // The subpart where your muzzle empties are located.
- AzimuthPartId = "None",
- ElevationPartId = "None",
- DurabilityMod = 0.25f, // GeneralDamageMultiplier, 0.25f = 25% damage taken.
- IconName = "TestIcon.dds" // Overlay for block inventory slots, like reactors, refineries, etc.
- },
- },
- Muzzles = new[] {
- "muzzle_missile_01",
- "muzzle_missile_02",
- "muzzle_missile_03",
- "muzzle_missile_04",
-
- },
- Ejector = "", // Optional; empty from which to eject "shells" if specified.
- Scope = "", // Where line of sight checks are performed from. Must be clear of block collision.
- },
- Targeting = new TargetingDef
- {
- Threats = new[] {
- Grids, // Types of threat to engage: Grids, Projectiles, Characters, Meteors, Neutrals
- },
- SubSystems = new[] {
- Thrust, Power, Production, Any, Utility, Offense, // 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.
- LockedSmartOnly = false, // Only fire at smart projectiles that are locked on to parent grid.
- MinimumDiameter = 0, // Minimum radius of threat to engage.
- MaximumDiameter = 0, // Maximum radius of threat to engage; 0 = unlimited.
- MaxTargetDistance = 12000, // Maximum distance at which targets will be automatically shot at; 0 = unlimited.
- MinTargetDistance = 0, // Minimum distance at which targets will be automatically shot at.
- TopTargets = 6, // Maximum number of targets to randomize between; 0 = unlimited.
- TopBlocks = 24, // 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 = "ArcStrike Torpedo", // 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 = 180f, // How many degrees off target a turret can fire at. 0 - 180 firing angle.
- AimLeadingPrediction = Off, // 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.
- 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
- {
- RateOfFire = false, // Enables terminal slider for changing rate of fire.
- DamageModifier = false, // Enables terminal slider for changing damage per shot.
- ToggleGuidance = false, // Enables terminal option to disable smart projectile guidance.
- EnableOverload = false, // Enables terminal option to turn on Overload; this allows energy weapons to double damage per shot, at the cost of quadrupled power draw and heat gain, and 2% self damage on overheat.
- },
- 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.
- TurretAttached = false, // Whether this weapon is a turret and should have the UI and API options for such.
- TurretController = false, // Whether this weapon can physically control the turret's movement.
- PrimaryTracking = true, // 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.
- },
- HardWare = new HardwareDef
- {
- RotateRate = 0f, // Max traversal speed of azimuth subpart in radians per tick (0.1 is approximately 360 degrees per second).
- ElevateRate = 0f, // Max traversal speed of elevation subpart in radians per tick.
- MinAzimuth = 0,
- MaxAzimuth = 0,
- MinElevation = 0,
- MaxElevation = 0,
- HomeAzimuth = 0, // Default resting rotation angle
- HomeElevation = 0, // Default resting elevation
- InventorySize = 5f, // Inventory capacity in kL.
- IdlePower = 0.25f, // 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
- CriticalReaction = new CriticalDef
- {
- Enable = false, // Enables Warhead behaviour.
- DefaultArmedTimer = 120, // Sets default countdown duration.
- PreArmed = false, // Whether the warhead is armed by default when placed. Best left as false.
- TerminalControls = true, // Whether the warhead should have terminal controls for arming and detonation.
- AmmoRound = "AmmoType2", // Optional. If specified, the warhead will always use this ammo on detonation rather than the currently selected ammo.
- },
- },
- Other = new OtherDef
- {
- ConstructPartCap = 0, // 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.
- Debug = false, // Force enables debug mode.
- RestrictionRadius = 0, // Prevents other blocks of this type from being placed within this distance of the centre of the block.
- CheckInflatedBox = false, // If true, the above distance check is performed from the edge of the block instead of the centre.
- CheckForAnyWeapon = false, // If true, the check will fail if ANY weapon is present, not just weapons of the same subtype.
- },
- Loading = new LoadingDef
- {
- RateOfFire = 100, // Set this to 3600 for beam weapons.
- 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 = 3600, // 7200 Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
- MagsToLoad = 1, // 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 = 10, // Heat generated per shot.
- MaxHeat = 85, // Max heat before weapon enters cooldown (70% of max heat).
- Cooldown = 0, // Percentage of max heat to be under to start firing again after overheat; accepts 0 - 0.95
- HeatSinkRate = 85, // 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.
- 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 = true, // 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).
- SpinFree = false, // Spin barrel while not firing.
- StayCharged = false, // Will start recharging whenever power cap is not full.
- MaxActiveProjectiles = 0, // Maximum number of projectiles in flight
- MaxReloads = 0, // Maximum number of reloads in the LIFETIME of a weapon
- },
- Audio = new HardPointAudioDef
- {
- PreFiringSound = "", // Audio for warmup effect.
- FiringSound = "MissileFshooLaunch", // Audio for firing.
- FiringSoundPerShot = true, // Whether to replay the sound for each shot, or just loop over the entire track while firing.
- ReloadSound = "",
- NoAmmoSound = "",
- HardPointRotationSound = "", // Audio played when turret is moving.
- BarrelRotationSound = "",
- FireSoundEndDelay = 60, // How long the firing audio should keep playing after firing stops. Measured in game ticks(6 = 100ms, 60 = 1 seconds, etc..).
- },
- Graphics = new HardPointParticleDef
- {
- Effect1 = new ParticleDef
- {
- Name = "RERotaryCannonFlash", // SubtypeId of muzzle particle effect.
- Color = Color(red: 15, green: 2, blue: 1, alpha: 0.8f), // Deprecated, set color in particle sbc.
- Offset = Vector(x: 0, y: 0.22, z: -1.5), // Offsets the effect from the muzzle empty.
-
- Extras = new ParticleOptionDef
- {
- Loop = false, // Deprecated, set this in particle sbc.
- Restart = true, // Whether to end the previous effect early and spawn a new one.
- MaxDistance = 10000, // Max distance at which this effect should be visible. NOTE: This will use whichever MaxDistance value is higher across Effect1 and Effect2!
- MaxDuration = 0, // How many ticks the effect should be ended after, if it's still running.
- Scale = 1f, // Scale of effect.
- },
- },
- Effect2 = new ParticleDef
- {
- Name = "RERotarycannonSmoke",
- Color = Color(red: 0, green: 0, blue: 0, alpha: 1),
- Offset = Vector(x: 0, y: 0, z: 0),
-
- Extras = new ParticleOptionDef
- {
- Restart = false,
- MaxDistance = 50,
- MaxDuration = 0,
- Scale = 1f,
- },
- },
- },
- },
- Ammos = new[] {
- SolHyp_Torpedo_Launch,
- SolHyp_Torpedo_Acceleration,
- SolHyp_Torpedo_Detonation,
- SolHyp_Torpedo_Detonation_Frag//,
- //SolHyp_Torpedo_Lock_Tone,
- //SolHyp_Torpedo_Lock_Tone_Terminal
-
- },
- //Animations = Starcore_Arrow_Animation,
- //Upgrades = UpgradeModules,
- };
- // Don't edit below this line.
- }
-}
+using static Scripts.Structure;
+using static Scripts.Structure.WeaponDefinition;
+using static Scripts.Structure.WeaponDefinition.ModelAssignmentsDef;
+using static Scripts.Structure.WeaponDefinition.HardPointDef;
+using static Scripts.Structure.WeaponDefinition.HardPointDef.Prediction;
+using static Scripts.Structure.WeaponDefinition.TargetingDef.BlockTypes;
+using static Scripts.Structure.WeaponDefinition.TargetingDef.Threat;
+using static Scripts.Structure.WeaponDefinition.HardPointDef.HardwareDef;
+using static Scripts.Structure.WeaponDefinition.HardPointDef.HardwareDef.HardwareType;
+
+namespace Scripts {
+ partial class Parts {
+ // Don't edit above this line
+ WeaponDefinition SolHyp_ArcStrike_HTorpedo => new WeaponDefinition
+ {
+ Assignments = new ModelAssignmentsDef
+ {
+ MountPoints = new[] {
+ new MountPointDef {
+ SubtypeId = "SolHyp_ArcStrike_Torp",
+ SpinPartId = "", // For weapons with a spinning barrel such as Gatling Guns.
+ MuzzlePartId = "None", // The subpart where your muzzle empties are located.
+ AzimuthPartId = "None",
+ ElevationPartId = "None",
+ DurabilityMod = 0.25f, // GeneralDamageMultiplier, 0.25f = 25% damage taken.
+ IconName = "TestIcon.dds" // Overlay for block inventory slots, like reactors, refineries, etc.
+ },
+ },
+ Muzzles = new[] {
+ "muzzle_missile_01",
+ "muzzle_missile_02",
+ "muzzle_missile_03",
+ "muzzle_missile_04",
+
+ },
+ Ejector = "", // Optional; empty from which to eject "shells" if specified.
+ Scope = "", // Where line of sight checks are performed from. Must be clear of block collision.
+ },
+ Targeting = new TargetingDef
+ {
+ Threats = new[] {
+ Grids, // Types of threat to engage: Grids, Projectiles, Characters, Meteors, Neutrals
+ },
+ SubSystems = new[] {
+ Thrust, Power, Production, Any, Utility, Offense, // 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.
+ LockedSmartOnly = false, // Only fire at smart projectiles that are locked on to parent grid.
+ MinimumDiameter = 0, // Minimum radius of threat to engage.
+ MaximumDiameter = 0, // Maximum radius of threat to engage; 0 = unlimited.
+ MaxTargetDistance = 12000, // Maximum distance at which targets will be automatically shot at; 0 = unlimited.
+ MinTargetDistance = 1500, // Minimum distance at which targets will be automatically shot at.
+ TopTargets = 6, // Maximum number of targets to randomize between; 0 = unlimited.
+ TopBlocks = 24, // 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 = "ArcStrike Torpedo", // 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 = 180f, // How many degrees off target a turret can fire at. 0 - 180 firing angle.
+ AimLeadingPrediction = Off, // 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.
+ 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
+ {
+ RateOfFire = false, // Enables terminal slider for changing rate of fire.
+ DamageModifier = false, // Enables terminal slider for changing damage per shot.
+ ToggleGuidance = false, // Enables terminal option to disable smart projectile guidance.
+ EnableOverload = false, // Enables terminal option to turn on Overload; this allows energy weapons to double damage per shot, at the cost of quadrupled power draw and heat gain, and 2% self damage on overheat.
+ },
+ 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.
+ TurretAttached = false, // Whether this weapon is a turret and should have the UI and API options for such.
+ TurretController = false, // Whether this weapon can physically control the turret's movement.
+ PrimaryTracking = true, // 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.
+ },
+ HardWare = new HardwareDef
+ {
+ RotateRate = 0f, // Max traversal speed of azimuth subpart in radians per tick (0.1 is approximately 360 degrees per second).
+ ElevateRate = 0f, // Max traversal speed of elevation subpart in radians per tick.
+ MinAzimuth = 0,
+ MaxAzimuth = 0,
+ MinElevation = 0,
+ MaxElevation = 0,
+ HomeAzimuth = 0, // Default resting rotation angle
+ HomeElevation = 0, // Default resting elevation
+ InventorySize = 5f, // Inventory capacity in kL.
+ IdlePower = 0.25f, // 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
+ CriticalReaction = new CriticalDef
+ {
+ Enable = false, // Enables Warhead behaviour.
+ DefaultArmedTimer = 120, // Sets default countdown duration.
+ PreArmed = false, // Whether the warhead is armed by default when placed. Best left as false.
+ TerminalControls = true, // Whether the warhead should have terminal controls for arming and detonation.
+ AmmoRound = "AmmoType2", // Optional. If specified, the warhead will always use this ammo on detonation rather than the currently selected ammo.
+ },
+ },
+ Other = new OtherDef
+ {
+ ConstructPartCap = 0, // 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.
+ Debug = false, // Force enables debug mode.
+ RestrictionRadius = 0, // Prevents other blocks of this type from being placed within this distance of the centre of the block.
+ CheckInflatedBox = false, // If true, the above distance check is performed from the edge of the block instead of the centre.
+ CheckForAnyWeapon = false, // If true, the check will fail if ANY weapon is present, not just weapons of the same subtype.
+ },
+ Loading = new LoadingDef
+ {
+ RateOfFire = 100, // Set this to 3600 for beam weapons.
+ 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 = 3600, // 7200 Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
+ MagsToLoad = 1, // 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 = 10, // Heat generated per shot.
+ MaxHeat = 85, // Max heat before weapon enters cooldown (70% of max heat).
+ Cooldown = 0, // Percentage of max heat to be under to start firing again after overheat; accepts 0 - 0.95
+ HeatSinkRate = 85, // 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.
+ 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 = true, // 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).
+ SpinFree = false, // Spin barrel while not firing.
+ StayCharged = false, // Will start recharging whenever power cap is not full.
+ MaxActiveProjectiles = 0, // Maximum number of projectiles in flight
+ MaxReloads = 0, // Maximum number of reloads in the LIFETIME of a weapon
+ },
+ Audio = new HardPointAudioDef
+ {
+ PreFiringSound = "", // Audio for warmup effect.
+ FiringSound = "ArcLaunch", // Audio for firing.
+ FiringSoundPerShot = true, // Whether to replay the sound for each shot, or just loop over the entire track while firing.
+ ReloadSound = "",
+ NoAmmoSound = "",
+ HardPointRotationSound = "", // Audio played when turret is moving.
+ BarrelRotationSound = "",
+ FireSoundEndDelay = 60, // How long the firing audio should keep playing after firing stops. Measured in game ticks(6 = 100ms, 60 = 1 seconds, etc..).
+ },
+ Graphics = new HardPointParticleDef
+ {
+ Effect1 = new ParticleDef
+ {
+ Name = "RERotaryCannonFlash", // SubtypeId of muzzle particle effect.
+ Color = Color(red: 15, green: 2, blue: 1, alpha: 0.8f), // Deprecated, set color in particle sbc.
+ Offset = Vector(x: 0, y: 0.22, z: -1.5), // Offsets the effect from the muzzle empty.
+
+ Extras = new ParticleOptionDef
+ {
+ Loop = false, // Deprecated, set this in particle sbc.
+ Restart = true, // Whether to end the previous effect early and spawn a new one.
+ MaxDistance = 10000, // Max distance at which this effect should be visible. NOTE: This will use whichever MaxDistance value is higher across Effect1 and Effect2!
+ MaxDuration = 0, // How many ticks the effect should be ended after, if it's still running.
+ Scale = 1f, // Scale of effect.
+ },
+ },
+ Effect2 = new ParticleDef
+ {
+ Name = "RERotarycannonSmoke",
+ Color = Color(red: 0, green: 0, blue: 0, alpha: 1),
+ Offset = Vector(x: 0, y: 0, z: 0),
+
+ Extras = new ParticleOptionDef
+ {
+ Restart = false,
+ MaxDistance = 50,
+ MaxDuration = 0,
+ Scale = 1f,
+ },
+ },
+ },
+ },
+ Ammos = new[] {
+ SolHyp_Torpedo_Launch,
+ SolHyp_Torpedo_Acceleration,
+ SolHyp_Torpedo_Detonation,
+ SolHyp_Torpedo_Detonation_Frag//,
+ //SolHyp_Torpedo_Lock_Tone,
+ //SolHyp_Torpedo_Lock_Tone_Terminal
+
+ },
+ //Animations = Starcore_Arrow_Animation,
+ //Upgrades = UpgradeModules,
+ };
+ // Don't edit below this line.
+ }
+}
diff --git a/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/ArcStrike_Launcher_Ammo.cs b/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/ArcStrike_Launcher_Ammo.cs
index 9dc821587..1e69391ec 100644
--- a/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/ArcStrike_Launcher_Ammo.cs
+++ b/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/ArcStrike_Launcher_Ammo.cs
@@ -43,7 +43,7 @@ partial class Parts
EnergyCost = 1f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
BaseDamage = 1f, // Direct damage; one steel plate is worth 100.
Mass = 0f, // In kilograms; how much force the impact will apply to the target.
- Health = 300, // 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.
+ Health = 100, // 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.
BackKickForce = 0f, // Recoil.
DecayPerShot = 0f, // Damage to the firing weapon itself.
HardPointUsable = true, // Whether this is a primary ammo type fired directly by the turret. Set to false if this is a shrapnel ammoType and you don't want the turret to be able to select it directly.
@@ -440,7 +440,7 @@ partial class Parts
EnergyCost = 0f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
BaseDamage = 10f, // Direct damage; one steel plate is worth 100.
Mass = 0f, // In kilograms; how much force the impact will apply to the target.
- Health = 360, // 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.
+ Health = 150, // 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.
BackKickForce = 0f, // Recoil.
DecayPerShot = 0f, // Damage to the firing weapon itself.
HardPointUsable = false, // Whether this is a primary ammo type fired directly by the turret. Set to false if this is a shrapnel ammoType and you don't want the turret to be able to select it directly.
@@ -581,7 +581,7 @@ partial class Parts
NoSound = false,
ParticleScale = 1,
CustomParticle = "ExpanseBlueGoo", // Particle SubtypeID, from your Particle SBC
- CustomSound = "MissileHitRandom", // SubtypeID from your Audio SBC, not a filename
+ CustomSound = "SeismicCharge", // SubtypeID from your Audio SBC, not a filename
Shape = Diamond, // Round or Diamond
},
},
@@ -643,7 +643,7 @@ partial class Parts
TargetLossDegree = 0,
TargetLossTime = 0, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
MaxLifeTime = 2050, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
- AccelPerSec = 1200f,
+ AccelPerSec = 500f,
DesiredSpeed = 4000, // voxel phasing if you go above 5100
MaxTrajectory = 14000f,
DeaccelTime = 0, // 0 is disabled, a value causes the projectile to come to rest overtime, (Measured in game ticks, 60 = 1 second)
@@ -815,7 +815,7 @@ partial class Parts
EnergyCost = 0.01f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
BaseDamage = 10f, // Direct damage; one steel plate is worth 100.
Mass = 0f, // In kilograms; how much force the impact will apply to the target.
- Health = 360, // 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.
+ Health = 150, // 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.
BackKickForce = 0f, // Recoil.
DecayPerShot = 0f, // Damage to the firing weapon itself.
HardPointUsable = false, // Whether this is a primary ammo type fired directly by the turret. Set to false if this is a shrapnel ammoType and you don't want the turret to be able to select it directly.
@@ -970,7 +970,7 @@ partial class Parts
NoSound = false,
ParticleScale = 1,
CustomParticle = "ExpanseBlueGoo", // Particle SubtypeID, from your Particle SBC
- CustomSound = "MissileHitRandom", // SubtypeID from your Audio SBC, not a filename
+ CustomSound = "SeismicCharge", // SubtypeID from your Audio SBC, not a filename
Shape = Diamond, // Round or Diamond
},
},
@@ -1032,7 +1032,7 @@ partial class Parts
TargetLossDegree = 0,
TargetLossTime = 0, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
MaxLifeTime = 2400, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
- AccelPerSec = 800f,
+ AccelPerSec = 500f,
DesiredSpeed = 4000, // voxel phasing if you go above 5100
MaxTrajectory = 12000f,
DeaccelTime = 0, // 0 is disabled, a value causes the projectile to come to rest overtime, (Measured in game ticks, 60 = 1 second)
@@ -1196,7 +1196,7 @@ partial class Parts
EnergyCost = 0.01f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
BaseDamage = 45000f, // Direct damage; one steel plate is worth 100.
Mass = 0f, // In kilograms; how much force the impact will apply to the target.
- Health = 360, // 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.
+ Health = 150, // 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.
BackKickForce = 0f, // Recoil.
DecayPerShot = 0f, // Damage to the firing weapon itself.
HardPointUsable = false, // Whether this is a primary ammo type fired directly by the turret. Set to false if this is a shrapnel ammoType and you don't want the turret to be able to select it directly.