diff --git a/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs b/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs index f8c6f129b..d8a98346b 100644 --- a/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs +++ b/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs @@ -705,8 +705,8 @@ internal class PointAdditions : MySessionComponentBase ["QuadBofor"] = 80, ["TorpTestBuidl"] = 350, ["16InchTriple"] = 350, - ["15cmTbtsKC36T"] = 150, - ["15cmTbtsKC36"] = 150, + ["15cm45Casemate"] = 225, + ["15Cm55TwinCasemate"] = 225, ["203mmTwin"] = 225, ["203mmTriple"] = 225, ["TorpBarbette"] = 500, diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15Cm55TwinCasemate.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15Cm55TwinCasemate.sbc index 10455dc6d..9e4e8a62b 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15Cm55TwinCasemate.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15Cm55TwinCasemate.sbc @@ -9,7 +9,7 @@ [FAS] Graf Zeppelin [Turret Range: 5000] - [Reload: 3 Seconds/Barrel] + [Reload: 1.6 Seconds/Barrel] [Ammo Types: HE | AP] [Shell Range: 7km] diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15cm45Casemate.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15cm45Casemate.sbc index a7d404b53..de0cc2e58 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15cm45Casemate.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15cm45Casemate.sbc @@ -9,7 +9,7 @@ [FAS] Baden [Turret Range: 5000] - [Reload: 3 Seconds/Barrel] + [Reload: 1.6 Seconds/Barrel] [Ammo Types: HE | AP] [Shell Range: 7km] diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc index 04e918f3f..a07de6b1f 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc @@ -9,7 +9,7 @@ [FAS] Des Moines [Turret Range: 5000] - [Reload: 3 Seconds/Barrel] + [Reload: 1.6 Seconds/Barrel] [Ammo Types: HE | AP] [Shell Range: 7km] diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc index d15636517..50380cc20 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc @@ -9,7 +9,7 @@ [FAS] Hipper [Turret Range: 5000] - [Reload: 3 Seconds/Barrel] + [Reload: 1.6 Seconds/Barrel] [Ammo Types: HE | AP] [Shell Range: 7km] diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/4_5Inch45.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/4_5Inch45.sbc index ae6764780..fe19ac671 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/4_5Inch45.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/4_5Inch45.sbc @@ -9,7 +9,7 @@ [FAS] Dido [Turret Range: 4000] - [Reload: 1.5 Seconds/Barrel] + [Reload: 1 Seconds/Barrel] [Ammo Types: HE | SAP] [Shell Range: 5km] diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc index ba49f1bdb..4b7085fb0 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc @@ -9,7 +9,7 @@ [FAS] Montana [Turret Range: 4000] - [Reload: 1.5 Seconds/Barrel] + [Reload: 1 Seconds/Barrel] [Ammo Types: HE | SAP] [Shell Range: 5km] diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc b/Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc index a58a04132..2c30d1220 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc @@ -726,7 +726,7 @@ [FAS] Atlanta [Turret Range: 4000] - [Reload: 1.5 Seconds/Barrel] + [Reload: 1 Seconds/Barrel] [Ammo Types: HE | SAP] [Shell Range: 5km] @@ -802,7 +802,7 @@ [FAS] Benson [Turret Range: 4000] - [Reload: 1.5 Seconds/Barrel] + [Reload: 1 Seconds/Barrel] [Ammo Types: HE | SAP] [Shell Range: 5km] @@ -877,7 +877,7 @@ [FAS] Fletcher [Turret Range: 4000] - [Reload: 1.5 Seconds/Barrel] + [Reload: 1 Seconds/Barrel] [Ammo Types: HE | SAP] [Shell Range: 5km] @@ -960,7 +960,7 @@ [FAS] Helena [Turret Range: 4000] - [Reload: 1.5 Seconds/Barrel] + [Reload: 1 Seconds/Barrel] [Ammo Types: HE | SAP] [Shell Range: 5km] diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/508AP.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/508AP.cs index 8099547c0..162632e08 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/508AP.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/508AP.cs @@ -53,7 +53,7 @@ partial class Parts }, ObjectsHit = new ObjectsHitDef { - MaxObjectsHit = 6, // Limits the number of entities (grids, players, projectiles) the projectile can penetrate; 0 = unlimited. + MaxObjectsHit = 10, // Limits the number of entities (grids, players, projectiles) the projectile can penetrate; 0 = unlimited. CountBlocks = true, // Counts individual blocks, not just entities hit. }, Fragment = new FragmentDef // Formerly known as Shrapnel. Spawns specified ammo fragments on projectile death (via hit or detonation). 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 cc721d7af..956267ef5 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 @@ -131,7 +131,7 @@ partial class Parts { 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 = 1, // 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 = 75, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + DelayAfterBurst = 60, // 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. BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire. 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 f474702c3..9e6ddb947 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 @@ -131,7 +131,7 @@ partial class Parts { 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 = 1, // 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 = 75, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + DelayAfterBurst = 60, // 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. BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire. 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 6d379263a..1c54354d5 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 @@ -132,7 +132,7 @@ partial class Parts { 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 = 1, // 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 = 75, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + DelayAfterBurst = 60, // 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. BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire. 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 255f2287b..4a650f09f 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 @@ -127,7 +127,7 @@ partial class Parts { 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 = 1, // 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 = 75, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + DelayAfterBurst = 60, // 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. BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire. 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 e86995807..e7e054c03 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 @@ -135,7 +135,7 @@ partial class Parts { 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 = 1, // 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 = 75, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + DelayAfterBurst = 60, // 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. BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire. diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/4_5 inch Mark II.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/4_5 inch Mark II.cs index 171341262..7d37dbe8f 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/4_5 inch Mark II.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/4_5 inch Mark II.cs @@ -1,89 +1,89 @@ -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 FA4InchMk2 => new WeaponDefinition - { - Assignments = new ModelAssignmentsDef - { - MountPoints = new[] { - new MountPointDef { - SubtypeId = "4_5Inch45", // Block Subtypeid. Your Cubeblocks contain this information - SpinPartId = "", // For weapons with a spinning barrel such as Gatling Guns. Subpart_Boomsticks must be written as Boomsticks. - MuzzlePartId = "MissileTurretBarrels", // The subpart where your muzzle empties are located. This is often the elevation subpart. Subpart_Boomsticks must be written as Boomsticks. - AzimuthPartId = "MissileTurretBase1", // Your Rotating Subpart, the bit that moves sideways. - ElevationPartId = "MissileTurretBarrels", // Your Elevating Subpart, that bit that moves up. - 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_1", - "muzzle_missile_2", - - - }, - Ejector = "", // Optional; empty from which to eject "shells" if specified. - Scope = "camera", // Where line of sight checks are performed from. Must be clear of block collision. +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 FA4InchMk2 => new WeaponDefinition + { + Assignments = new ModelAssignmentsDef + { + MountPoints = new[] { + new MountPointDef { + SubtypeId = "4_5Inch45", // Block Subtypeid. Your Cubeblocks contain this information + SpinPartId = "", // For weapons with a spinning barrel such as Gatling Guns. Subpart_Boomsticks must be written as Boomsticks. + MuzzlePartId = "MissileTurretBarrels", // The subpart where your muzzle empties are located. This is often the elevation subpart. Subpart_Boomsticks must be written as Boomsticks. + AzimuthPartId = "MissileTurretBase1", // Your Rotating Subpart, the bit that moves sideways. + ElevationPartId = "MissileTurretBarrels", // Your Elevating Subpart, that bit that moves up. + 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_1", + "muzzle_missile_2", + + + }, + Ejector = "", // Optional; empty from which to eject "shells" if specified. + Scope = "camera", // Where line of sight checks are performed from. Must be clear of block collision. }, - Targeting = new TargetingDef - { - Threats = new[] { - Grids,Projectiles, // Types of threat to engage: Grids, Projectiles, Characters, Meteors, Neutrals - }, - SubSystems = new[] { - Thrust, Utility, Offense, Power, Production, Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any - }, - ClosestFirst = true, // 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 = 4000, // 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 = 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 = "4.5 Inch Mark 12 Remodel", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons). + Targeting = new TargetingDef + { + Threats = new[] { + Grids,Projectiles, // Types of threat to engage: Grids, Projectiles, Characters, Meteors, Neutrals + }, + SubSystems = new[] { + Thrust, Utility, Offense, Power, Production, Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any + }, + ClosestFirst = true, // 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 = 4000, // 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 = 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 = "4.5 Inch Mark 12 Remodel", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons). DeviateShotAngle = 0.25f, // Projectile inaccuracy in degrees. AimingTolerance = 1f, // How many degrees off target a turret can fire at. 0 - 180 firing angle. AimLeadingPrediction = Advanced, // 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 = 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. 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. - 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 - { + 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. 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. + 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 = 0.01f, // Max traversal speed of azimuth subpart in radians per tick (0.1 is approximately 360 degrees per second). ElevateRate = 0.01f, // Max traversal speed of elevation subpart in radians per tick. MinAzimuth = -180, @@ -97,26 +97,26 @@ partial class Parts { 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 = "", // 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. - }, + 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 = "", // 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 = 600, // Set this to 3600 for beam weapons. This is how fast your Gun fires. @@ -132,7 +132,7 @@ partial class Parts { 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 = 1, // 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 = 75, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + DelayAfterBurst = 60, // 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. BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire. @@ -191,9 +191,9 @@ partial class Parts { }, Ammos = new[] { FA5InchShell,FA5SAPShell // Must list all primary, shrapnel, and pattern ammos. - }, - //Upgrades = UpgradeModules, - }; - // Don't edit below this line. - } -} + }, + //Upgrades = UpgradeModules, + }; + // Don't edit below this line. + } +}