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.