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Original file line number Diff line number Diff line change
Expand Up @@ -164,13 +164,13 @@ internal class PointAdditions : MySessionComponentBase
["Flechette_DoubleBarrel"] = 200,
["Nariman_Dart_Turret"] = 245,
["Counter_Battery"] = 250,
["ArcStrike_Torp_Launcher"] = 275,
["SolHyp_ArcStrike_Torp"] = 275,
["Meson3_Turret"] = 300,
["Meson5_Turret"] = 600,
["PSP"] = 500,
["MagnaPulse_Gen"] = 400,
["SolHyp_Magnetic_Coilgun"] = 450,
["WCSentry_Hangar"] = 1000,
["WCSentry_Hangar"] = 650,



Expand Down Expand Up @@ -461,7 +461,7 @@ internal class PointAdditions : MySessionComponentBase
["HAS_Alecto"] = 400,
["HAS_Assault"] = 250,
["HAS_Nyx"] = 200,
["HAS_Mammon"] = 400,
["HAS_MammonMK2"] = 400,

["K_SA_Launcher_VIV"] = 350,
["K_SA_Launcher_VI"] = 350,
Expand Down Expand Up @@ -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,
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Original file line number Diff line number Diff line change
Expand Up @@ -1462,7 +1462,7 @@ 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 = 1f, // Direct damage; one steel plate is worth 100.
Mass = 50f, // In kilograms; how much force the impact will apply to the target.
Health = 0, // How much damage the projectile can take from other projectiles (base of 1 per hit) before dying; 0 disables this and makes the projectile untargetable.
Health = 30, // 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.
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Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ internal Parts()
// Enable your definitions using the follow syntax:
// PartDefinitions(Your1stDefinition, Your2ndDefinition, Your3rdDefinition);
// PartDefinitions includes both weapons and phantoms
PartDefinitions(Hexcannon);
PartDefinitions(Hexcannon,HakkeroBeam);

}
}
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Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
<DisplayName>[FAS] Graf Zeppelin</DisplayName>
<Description>
[Turret Range: 5000]
[Reload: 3 Seconds/Barrel]
[Reload: 1.6 Seconds/Barrel]

[Ammo Types: HE | AP]
[Shell Range: 7km]
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
<DisplayName>[FAS] Baden</DisplayName>
<Description>
[Turret Range: 5000]
[Reload: 3 Seconds/Barrel]
[Reload: 1.6 Seconds/Barrel]

[Ammo Types: HE | AP]
[Shell Range: 7km]
Expand Down
2 changes: 1 addition & 1 deletion Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
<DisplayName>[FAS] Des Moines</DisplayName>
<Description>
[Turret Range: 5000]
[Reload: 3 Seconds/Barrel]
[Reload: 1.6 Seconds/Barrel]

[Ammo Types: HE | AP]
[Shell Range: 7km]
Expand Down
2 changes: 1 addition & 1 deletion Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
<DisplayName>[FAS] Hipper</DisplayName>
<Description>
[Turret Range: 5000]
[Reload: 3 Seconds/Barrel]
[Reload: 1.6 Seconds/Barrel]

[Ammo Types: HE | AP]
[Shell Range: 7km]
Expand Down
2 changes: 1 addition & 1 deletion Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/4_5Inch45.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
<DisplayName>[FAS] Dido</DisplayName>
<Description>
[Turret Range: 4000]
[Reload: 1.5 Seconds/Barrel]
[Reload: 1 Seconds/Barrel]

[Ammo Types: HE | SAP]
[Shell Range: 5km]
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@
<TypeId>ConveyorSorter</TypeId>
<SubtypeId>20InchTwin</SubtypeId>
</Id>
<DisplayName>[FAS] Sovreign</DisplayName>
<DisplayName>[FAS] Sovereign</DisplayName>
<Description>
[Turret Range: 7000]
[Reload: 8 Seconds/Barrel]
Expand Down
2 changes: 1 addition & 1 deletion Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
<DisplayName>[FAS] Montana </DisplayName>
<Description>
[Turret Range: 4000]
[Reload: 1.5 Seconds/Barrel]
[Reload: 1 Seconds/Barrel]

[Ammo Types: HE | SAP]
[Shell Range: 5km]
Expand Down
8 changes: 4 additions & 4 deletions Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -726,7 +726,7 @@
<DisplayName>[FAS] Atlanta</DisplayName>
<Description>
[Turret Range: 4000]
[Reload: 1.5 Seconds/Barrel]
[Reload: 1 Seconds/Barrel]

[Ammo Types: HE | SAP]
[Shell Range: 5km]
Expand Down Expand Up @@ -802,7 +802,7 @@
<DisplayName>[FAS] Benson</DisplayName>
<Description>
[Turret Range: 4000]
[Reload: 1.5 Seconds/Barrel]
[Reload: 1 Seconds/Barrel]

[Ammo Types: HE | SAP]
[Shell Range: 5km]
Expand Down Expand Up @@ -877,7 +877,7 @@
<DisplayName>[FAS] Fletcher</DisplayName>
<Description>
[Turret Range: 4000]
[Reload: 1.5 Seconds/Barrel]
[Reload: 1 Seconds/Barrel]

[Ammo Types: HE | SAP]
[Shell Range: 5km]
Expand Down Expand Up @@ -960,7 +960,7 @@
<DisplayName>[FAS] Helena</DisplayName>
<Description>
[Turret Range: 4000]
[Reload: 1.5 Seconds/Barrel]
[Reload: 1 Seconds/Barrel]

[Ammo Types: HE | SAP]
[Shell Range: 5km]
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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).
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Original file line number Diff line number Diff line change
Expand Up @@ -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.
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Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand Down
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