diff --git a/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Nyx_ammo.cs b/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Nyx_ammo.cs index 4ecc41acc..344a0f2b8 100644 --- a/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Nyx_ammo.cs +++ b/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Nyx_ammo.cs @@ -37,7 +37,7 @@ partial class Parts AmmoRound = "Nyx Beam", // Name of ammo in terminal, should be different for each ammo type used by the same weapon. Is used by Shrapnel. HybridRound = true, // Use both a physical ammo magazine and energy per shot. EnergyCost = 0.0125f, //100MW Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. - BaseDamage = 16000f, // Direct damage; one steel plate is worth 100. + BaseDamage = 1600f, // Direct damage; one steel plate is worth 100. Mass = 0f, // 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. BackKickForce = 0f, // Recoil. This is applied to the Parent Grid. @@ -89,7 +89,7 @@ partial class Parts Patterns = new[] { // If enabled, set of multiple ammos to fire in order instead of the main ammo. "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", "Nyx Beam Fake", }, - Mode = Never, // Select when to activate this pattern, options: Never, Weapon, Fragment, Both + Mode = Weapon, // Select when to activate this pattern, options: Never, Weapon, Fragment, Both TriggerChance = 1f, // This is % Random = false, // This randomizes the number spawned at once, NOT the list order. RandomMin = 1, diff --git a/Weapon Mods/Stable/TaitMod_Fletcher/Models/15inchItal/OTO381Azimuth.mwm b/Weapon Mods/Stable/TaitMod_Fletcher/Models/15inchItal/OTO381Azimuth.mwm new file mode 100644 index 000000000..34e46eec4 Binary files /dev/null and b/Weapon Mods/Stable/TaitMod_Fletcher/Models/15inchItal/OTO381Azimuth.mwm differ diff --git a/Weapon Mods/Stable/TaitMod_Fletcher/Models/15inchItal/OTO381Barrel.mwm b/Weapon Mods/Stable/TaitMod_Fletcher/Models/15inchItal/OTO381Barrel.mwm new file mode 100644 index 000000000..daf63a212 Binary files /dev/null and b/Weapon Mods/Stable/TaitMod_Fletcher/Models/15inchItal/OTO381Barrel.mwm differ diff --git a/Weapon Mods/Stable/TaitMod_Fletcher/Models/15inchItal/OTO381Elevation.mwm b/Weapon Mods/Stable/TaitMod_Fletcher/Models/15inchItal/OTO381Elevation.mwm new file mode 100644 index 000000000..817b062dc Binary files /dev/null and b/Weapon Mods/Stable/TaitMod_Fletcher/Models/15inchItal/OTO381Elevation.mwm differ diff --git a/Weapon 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and b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15Cm55TwinCasemate_BS3.mwm differ diff --git a/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15Cm55TwinElevation.mwm b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15Cm55TwinElevation.mwm new file mode 100644 index 000000000..f0e280cbd Binary files /dev/null and b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15Cm55TwinElevation.mwm differ diff --git a/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15CmBarrel.mwm b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15CmBarrel.mwm new file mode 100644 index 000000000..38a0758b9 Binary files /dev/null and b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15CmBarrel.mwm differ diff --git a/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45CaseAzimuth.mwm b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45CaseAzimuth.mwm new file mode 100644 index 000000000..c9851fc82 Binary files /dev/null and b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45CaseAzimuth.mwm differ diff --git a/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45CaseBarrel.mwm b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45CaseBarrel.mwm new file mode 100644 index 000000000..4a11040a9 Binary files /dev/null and b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45CaseBarrel.mwm differ diff --git a/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45CaseElevation.mwm b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45CaseElevation.mwm new file mode 100644 index 000000000..39bf17759 Binary files /dev/null and b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45CaseElevation.mwm differ diff --git a/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45Casemate.mwm b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45Casemate.mwm new file mode 100644 index 000000000..d0316ecf8 Binary files /dev/null and b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45Casemate.mwm differ diff --git a/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45Casemate_BS1.mwm b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45Casemate_BS1.mwm new file mode 100644 index 000000000..c9224324d Binary files /dev/null and b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45Casemate_BS1.mwm differ diff --git a/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45Casemate_BS2.mwm b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45Casemate_BS2.mwm new file mode 100644 index 000000000..716accfbf Binary files /dev/null and b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45Casemate_BS2.mwm differ diff --git a/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45Casemate_BS3.mwm b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45Casemate_BS3.mwm new file mode 100644 index 000000000..6a64ec71a Binary files /dev/null and b/Weapon Mods/Stable/TaitMod_Fletcher/Models/Casemates/15cm45Casemate_BS3.mwm differ diff --git a/Weapon Mods/TaitMod_Fletcher/Data/BlockCategories.sbc b/Weapon Mods/TaitMod_Fletcher/Data/BlockCategories.sbc index d02ebc39b..6a48cc19c 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/BlockCategories.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/BlockCategories.sbc @@ -23,9 +23,12 @@ ConveyorSorter/Mk25Rangefinder ConveyorSorter/20InchTwin ConveyorSorter/203mmTwin + ConveyorSorter/15cm45Casemate + ConveyorSorter/15Cm55TwinCasemate ConveyorSorter/FAM2BrowningTurret ConveyorSorter/OerlikonDual ConveyorSorter/OerlikonMain + ConveyorSorter/4_5Inch45 diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15Cm55TwinCasemate.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15Cm55TwinCasemate.sbc new file mode 100644 index 000000000..10455dc6d --- /dev/null +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15Cm55TwinCasemate.sbc @@ -0,0 +1,49 @@ + + + + + + ConveyorSorter + 15Cm55TwinCasemate + + [FAS] Graf Zeppelin + + [Turret Range: 5000] + [Reload: 3 Seconds/Barrel] + + [Ammo Types: HE | AP] + [Shell Range: 7km] + [Shell Speed: 1000m/s | 1100m/s] + [Damage Types: Energy | Kinetic] + + + Textures\GUI\Icons\15Cm55TwinCasemate.dds + Large + TriangleMesh + + + Models\Casemates\15Cm55TwinCasemate.mwm + + + + + + + + + + + + + + + + + + + 15Cm55TwinCasemate + Y + 150 + + + diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15cm45Casemate.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15cm45Casemate.sbc new file mode 100644 index 000000000..a7d404b53 --- /dev/null +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15cm45Casemate.sbc @@ -0,0 +1,50 @@ + + + + + + ConveyorSorter + 15cm45Casemate + + [FAS] Baden + + [Turret Range: 5000] + [Reload: 3 Seconds/Barrel] + + [Ammo Types: HE | AP] + [Shell Range: 7km] + [Shell Speed: 1000m/s | 1100m/s] + [Damage Types: Energy | Kinetic] + + + Textures\GUI\Icons\15cm45Casemate.dds + Large + TriangleMesh + + + Models\Casemates\15cm45Casemate.mwm + + + + + + + + + + + + + + + + + + + + 15cm45Casemate + Y + 150 + + + \ No newline at end of file diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/4_5Inch45.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/4_5Inch45.sbc new file mode 100644 index 000000000..ae6764780 --- /dev/null +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/4_5Inch45.sbc @@ -0,0 +1,47 @@ + + + + + + ConveyorSorter + 4_5Inch45 + + [FAS] Dido + + [Turret Range: 4000] + [Reload: 1.5 Seconds/Barrel] + + [Ammo Types: HE | SAP] + [Shell Range: 5km] + [Shell Speed: 850m/s | 1500m/s] + [Damage Types: Energy | Kinetic] + [AMS capable: 50] + + Textures\GUI\Icons\4_5Inch45.dds + Large + TriangleMesh + + + Models\4.5 inch\4_5Inch45.mwm + + + + + + + + + + + + 150 + Z + Y + + + + 4_5Inch45 + 100 + + + \ No newline at end of file diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/OTO381mm.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/OTO381mm.sbc new file mode 100644 index 000000000..5151ef13e --- /dev/null +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/OTO381mm.sbc @@ -0,0 +1,46 @@ + + + + + + ConveyorSorter + OTO381mm + + [FAS] Roma + + [Turret Range: 7000] + [Reload: 3 Seconds/Barrel] + + [Ammo Types: HE | AP] + [Shell Range: 10km] + [Shell Speed: 1200m/s | 1300m/s] + [Damage Types: Energy | Kinetic] + + Textures\GUI\Icons\OTO381mm.dds + Large + TriangleMesh + + + Models\15inchItal\OTO381mm.mwm + + + + + + + + + + + + + + + + OTO381mm + Z + Y + 225 + + + \ No newline at end of file diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/UK16Inch45Mark1.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/UK16Inch45Mark1.sbc new file mode 100644 index 000000000..c2d1ad8f2 --- /dev/null +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/UK16Inch45Mark1.sbc @@ -0,0 +1,47 @@ + + + + + + ConveyorSorter + UK16Inch45Mark1 + + [FAS] Nelson + + [Turret Range: 7000] + [Reload: 3 Seconds/Barrel] + + [Ammo Types: HE | AP] + [Shell Range: 10km] + [Shell Speed: 1200m/s | 1300m/s] + [Damage Types: Energy | Kinetic] + + Textures\GUI\Icons\UK16Inch45Mark1.dds + Large + TriangleMesh + + + Models\16InchBrit\UK16Inch45Mark1.mwm + Damage_WeapExpl_Damaged + + + + + + + + + + + + + + + + UK16Inch45Mark1 + Z + Y + 225 + + + \ No newline at end of file diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Guided/25InSemiGuideTorp.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Guided/25InSemiGuideTorp.cs index c80d3fcb5..4f71f7a6c 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Guided/25InSemiGuideTorp.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Guided/25InSemiGuideTorp.cs @@ -507,7 +507,7 @@ partial class Parts }, Grids = new GridSizeDef { - Large = 1f, // Multiplier for damage against large grids. + Large = 1.5f, // Multiplier for damage against large grids. Small = -1f, // Multiplier for damage against small grids. }, Armor = new ArmorDef diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Guided/25InchQuinTorpLaunch.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Guided/25InchQuinTorpLaunch.cs index c81d9f61b..f47b9c2fa 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Guided/25InchQuinTorpLaunch.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Guided/25InchQuinTorpLaunch.cs @@ -85,7 +85,7 @@ partial class Parts { HardPoint = new HardPointDef { PartName = "Neptune quintuple torpedo launcher", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons). - DeviateShotAngle = 1f, // Projectile inaccuracy in degrees. + DeviateShotAngle = 15f, // Projectile inaccuracy in degrees. AimingTolerance = 35f, // How many degrees off target a turret can fire at. 0 - 180 firing angle. AimLeadingPrediction = Accurate, // Level of turret aim prediction; Off, Basic, Accurate, Advanced DelayCeaseFire = 0, // Measured in game ticks (6 = 100ms, 60 = 1 second, etc..). Length of time the weapon continues firing after trigger is released - while a target is available. diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/508HE.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/508HE.cs index 81bf86dde..a61f04f54 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/508HE.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/508HE.cs @@ -106,7 +106,7 @@ partial class Parts }, Shields = new ShieldDef { - Modifier = 5f, // Multiplier for damage against shields. + Modifier = 7.5f, // Multiplier for damage against shields. Type = Default, // Damage vs healing against shields; Default, Heal BypassModifier = -1f, // If greater than zero, the percentage of damage that will penetrate the shield. }, diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/BL 16 Inch 45 Mark 1.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/BL 16 Inch 45 Mark 1.cs new file mode 100644 index 000000000..4898756d7 --- /dev/null +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/BL 16 Inch 45 Mark 1.cs @@ -0,0 +1,202 @@ +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 FA16Inch45Mark1 => new WeaponDefinition + { + Assignments = new ModelAssignmentsDef + { + MountPoints = new[] { + new MountPointDef { + SubtypeId = "UK16Inch45Mark1", // 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", + "muzzle_missile_3", + + + + + }, + 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, // 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 = 7000, // 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 = 0, // 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 = "16 Inch 45 Mark 1", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons). + DeviateShotAngle = 0.15f, // 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 = true, // 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 + { + RotateRate = 0.004f, // Max traversal speed of azimuth subpart in radians per tick (0.1 is approximately 360 degrees per second). + ElevateRate = 0.004f, // Max traversal speed of elevation subpart in radians per tick. + MinAzimuth = -180, + MaxAzimuth = 180, + MinElevation = -10, + MaxElevation = 45, + HomeAzimuth = 0, // Default resting rotation angle + HomeElevation = 4, // Default resting elevation + InventorySize = 1f, // 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 = "", // 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 = 9f, // 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. + 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 = 1, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + MagsToLoad = 3, // Number of physical magazines to consume on reload. + DelayUntilFire = 0, // How long the weapon waits before shooting after being told to fire. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + HeatPerShot = 1, // Heat generated per shot. + MaxHeat = 70000, // Max heat before weapon enters cooldown (70% of max heat). + Cooldown = .95f, // Percentage of max heat to be under to start firing again after overheat; accepts 0 - 0.95 + HeatSinkRate = 9000000, // Amount of heat lost per second. + DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat). + ShotsInBurst = 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 = 180, // 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. + DeterministicSpin = false, // Spin barrel position will always be relative to initial / starting positions (spin will not be as smooth). + SpinFree = true, // 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 = "FAHeavyShot", // Audio for firing. + FiringSoundPerShot = true, // Whether to replay the sound for each shot, or just loop over the entire track while firing. + ReloadSound = "", // Sound SubtypeID, for when your Weapon is in a reloading state + NoAmmoSound = "", + HardPointRotationSound = "RotateTurretL", // Audio played when turret is moving. + BarrelRotationSound = "WepShipGatlingRotation", + FireSoundEndDelay = 120, // How long the firing audio should keep playing after firing stops. Measured in game ticks(6 = 100ms, 60 = 1 seconds, etc..). + FireSoundNoBurst = true, // Don't stop firing sound from looping when delaying after burst. + }, + Graphics = new HardPointParticleDef + { + + Effect1 = new ParticleDef + { + Name = "Tait_Big_Gun_Go_Boom", // Smoke_LargeGunShot + Color = Color(red: 1, green: 1, blue: 1, alpha: 1), + Offset = Vector(x: 0, y: 0, z: 0), + + Extras = new ParticleOptionDef + { + Loop = false, + Restart = false, + MaxDistance = 1500, + MaxDuration = 0, + Scale = 1.0f, + }, + }, + Effect2 = new ParticleDef + { + Name = "",//Muzzle_Flash_Large + Color = Color(red: 10, green: 0, blue: 0, alpha: 1), + Offset = Vector(x: 0, y: 0, z: 0), + + Extras = new ParticleOptionDef + { + Loop = false, + Restart = false, + MaxDistance = 350, + MaxDuration = 0, + Scale = 0.3f, + }, + }, + }, + }, + Ammos = new[] { + FA380mmShell,FA380mmAPShell // Must list all primary, shrapnel, and pattern ammos. + }, + //Upgrades = UpgradeModules, + }; + // Don't edit below this line. + } +} diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/OTO 381mm.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/OTO 381mm.cs new file mode 100644 index 000000000..df7c9bfbd --- /dev/null +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/OTO 381mm.cs @@ -0,0 +1,202 @@ +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 FA381mmOTO => new WeaponDefinition + { + Assignments = new ModelAssignmentsDef + { + MountPoints = new[] { + new MountPointDef { + SubtypeId = "OTO381mm", // 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", + "muzzle_missile_3", + + + + + }, + 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, // 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 = 7000, // 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 = 0, // 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 = "OTO 381mm", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons). + DeviateShotAngle = 0.15f, // 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 = true, // 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 + { + RotateRate = 0.004f, // Max traversal speed of azimuth subpart in radians per tick (0.1 is approximately 360 degrees per second). + ElevateRate = 0.004f, // Max traversal speed of elevation subpart in radians per tick. + MinAzimuth = -180, + MaxAzimuth = 180, + MinElevation = -10, + MaxElevation = 45, + HomeAzimuth = 0, // Default resting rotation angle + HomeElevation = 4, // Default resting elevation + InventorySize = 1f, // 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 = "", // 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 = 9f, // 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. + 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 = 1, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + MagsToLoad = 3, // Number of physical magazines to consume on reload. + DelayUntilFire = 0, // How long the weapon waits before shooting after being told to fire. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + HeatPerShot = 1, // Heat generated per shot. + MaxHeat = 70000, // Max heat before weapon enters cooldown (70% of max heat). + Cooldown = .95f, // Percentage of max heat to be under to start firing again after overheat; accepts 0 - 0.95 + HeatSinkRate = 9000000, // Amount of heat lost per second. + DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat). + ShotsInBurst = 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 = 180, // 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. + DeterministicSpin = false, // Spin barrel position will always be relative to initial / starting positions (spin will not be as smooth). + SpinFree = true, // 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 = "FAHeavyShot", // Audio for firing. + FiringSoundPerShot = true, // Whether to replay the sound for each shot, or just loop over the entire track while firing. + ReloadSound = "", // Sound SubtypeID, for when your Weapon is in a reloading state + NoAmmoSound = "", + HardPointRotationSound = "RotateTurretL", // Audio played when turret is moving. + BarrelRotationSound = "WepShipGatlingRotation", + FireSoundEndDelay = 120, // How long the firing audio should keep playing after firing stops. Measured in game ticks(6 = 100ms, 60 = 1 seconds, etc..). + FireSoundNoBurst = true, // Don't stop firing sound from looping when delaying after burst. + }, + Graphics = new HardPointParticleDef + { + + Effect1 = new ParticleDef + { + Name = "Tait_Big_Gun_Go_Boom", // Smoke_LargeGunShot + Color = Color(red: 1, green: 1, blue: 1, alpha: 1), + Offset = Vector(x: 0, y: 0, z: 0), + + Extras = new ParticleOptionDef + { + Loop = false, + Restart = false, + MaxDistance = 1500, + MaxDuration = 0, + Scale = 1.0f, + }, + }, + Effect2 = new ParticleDef + { + Name = "",//Muzzle_Flash_Large + Color = Color(red: 10, green: 0, blue: 0, alpha: 1), + Offset = Vector(x: 0, y: 0, z: 0), + + Extras = new ParticleOptionDef + { + Loop = false, + Restart = false, + MaxDistance = 350, + MaxDuration = 0, + Scale = 0.3f, + }, + }, + }, + }, + Ammos = new[] { + FA380mmShell,FA380mmAPShell // Must list all primary, shrapnel, and pattern ammos. + }, + //Upgrades = UpgradeModules, + }; + // Don't edit below this line. + } +} diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/MasterConfig.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/MasterConfig.cs index be6566915..8d8f105ed 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/MasterConfig.cs +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/MasterConfig.cs @@ -23,8 +23,8 @@ internal Parts() FA16InchGun, FA380mmMLE, RangeFinderMK24, - - + FA381mmOTO, + FA16Inch45Mark1, FaBoforSingleRemodel, FaBoforTwinRemodel, FaBoforQuadRemodel, @@ -35,10 +35,12 @@ internal Parts() QuinTorpLauncher, twin508, FaM2Turret, - + FA4InchMk2, FaOerlikon20mmRemodel, - FaOerlikon20mmDualRemodel + FaOerlikon20mmDualRemodel, + FA15Cm45Casemate, + FA15Cm55TwinCasemate ); } diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Medium Calibre/15 Cm 45 Casemate.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Medium Calibre/15 Cm 45 Casemate.cs new file mode 100644 index 000000000..213d8f945 --- /dev/null +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Medium Calibre/15 Cm 45 Casemate.cs @@ -0,0 +1,199 @@ +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 FA15Cm45Casemate => new WeaponDefinition + { + Assignments = new ModelAssignmentsDef + { + MountPoints = new[] { + new MountPointDef { + SubtypeId = "15cm45Casemate", // 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", + + + }, + 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, // 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 = 5000, // 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 = "15cm45 Casemate", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons). + DeviateShotAngle = 0.15f, // Projectile inaccuracy in degrees. + AimingTolerance = 2f, // 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 + { + RotateRate = 0.008f, // Max traversal speed of azimuth subpart in radians per tick (0.1 is approximately 360 degrees per second). + ElevateRate = 0.006f, // Max traversal speed of elevation subpart in radians per tick. + MinAzimuth = -50, + MaxAzimuth = 50, + MinElevation = -15, + MaxElevation = 25, + HomeAzimuth = 0, // Default resting rotation angle + HomeElevation = 4, // Default resting elevation + InventorySize = 1f, // 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 = "", // 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 = 7, // 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. + 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 = 1, // 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 = 1, // Heat generated per shot. + MaxHeat = 70000, // Max heat before weapon enters cooldown (70% of max heat). + Cooldown = .95f, // Percentage of max heat to be under to start firing again after overheat; accepts 0 - 0.95 + HeatSinkRate = 9000000, // Amount of heat lost per second. + DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat). + ShotsInBurst = 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 = 100, // 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. + DeterministicSpin = false, // Spin barrel position will always be relative to initial / starting positions (spin will not be as smooth). + SpinFree = true, // 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 = "FALargeShot", // Audio for firing. + FiringSoundPerShot = true, // Whether to replay the sound for each shot, or just loop over the entire track while firing. + ReloadSound = "", // Sound SubtypeID, for when your Weapon is in a reloading state + NoAmmoSound = "", + HardPointRotationSound = "WepTurretGatlingRotate", // Audio played when turret is moving. + BarrelRotationSound = "WepShipGatlingRotation", + FireSoundEndDelay = 120, // How long the firing audio should keep playing after firing stops. Measured in game ticks(6 = 100ms, 60 = 1 seconds, etc..). + FireSoundNoBurst = true, // Don't stop firing sound from looping when delaying after burst. + }, + Graphics = new HardPointParticleDef + { + + Effect1 = new ParticleDef + { + Name = "Tait_Stole_Muzzle_Medium", // Smoke_LargeGunShot + Color = Color(red: 1, green: 1, blue: 1, alpha: 1), + Offset = Vector(x: 0, y: 0, z: 0), + + Extras = new ParticleOptionDef + { + Loop = false, + Restart = false, + MaxDistance = 1500, + MaxDuration = 0, + Scale = 1.0f, + }, + }, + Effect2 = new ParticleDef + { + Name = "",//Muzzle_Flash_Large + Color = Color(red: 10, green: 0, blue: 0, alpha: 1), + Offset = Vector(x: 0, y: 0, z: 0), + + Extras = new ParticleOptionDef + { + Loop = false, + Restart = false, + MaxDistance = 350, + MaxDuration = 0, + Scale = 0.3f, + }, + }, + }, + }, + Ammos = new[] { + APShell203, HEShell203 // Must list all primary, shrapnel, and pattern ammos. + }, + //Upgrades = UpgradeModules, + }; + // Don't edit below this line. + } +} diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Medium Calibre/15 Cm 55 Twin Casemate.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Medium Calibre/15 Cm 55 Twin Casemate.cs new file mode 100644 index 000000000..f021c5f59 --- /dev/null +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Medium Calibre/15 Cm 55 Twin Casemate.cs @@ -0,0 +1,200 @@ +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 FA15Cm55TwinCasemate => new WeaponDefinition + { + Assignments = new ModelAssignmentsDef + { + MountPoints = new[] { + new MountPointDef { + SubtypeId = "15Cm55TwinCasemate", // 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, // 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 = 5000, // 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 = "15cm55 Twin Casemate", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons). + DeviateShotAngle = 0.15f, // Projectile inaccuracy in degrees. + AimingTolerance = 2f, // 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 + { + RotateRate = 0.008f, // Max traversal speed of azimuth subpart in radians per tick (0.1 is approximately 360 degrees per second). + ElevateRate = 0.006f, // Max traversal speed of elevation subpart in radians per tick. + MinAzimuth = -50, + MaxAzimuth = 50, + MinElevation = -15, + MaxElevation = 25, + HomeAzimuth = 0, // Default resting rotation angle + HomeElevation = 4, // Default resting elevation + InventorySize = 1f, // 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 = "", // 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 = 7, // 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. + 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 = 1, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + MagsToLoad = 2, // Number of physical magazines to consume on reload. + DelayUntilFire = 0, // How long the weapon waits before shooting after being told to fire. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + HeatPerShot = 1, // Heat generated per shot. + MaxHeat = 70000, // Max heat before weapon enters cooldown (70% of max heat). + Cooldown = .95f, // Percentage of max heat to be under to start firing again after overheat; accepts 0 - 0.95 + HeatSinkRate = 9000000, // Amount of heat lost per second. + DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat). + ShotsInBurst = 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 = 100, // 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. + DeterministicSpin = false, // Spin barrel position will always be relative to initial / starting positions (spin will not be as smooth). + SpinFree = true, // 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 = "FALargeShot", // Audio for firing. + FiringSoundPerShot = true, // Whether to replay the sound for each shot, or just loop over the entire track while firing. + ReloadSound = "", // Sound SubtypeID, for when your Weapon is in a reloading state + NoAmmoSound = "", + HardPointRotationSound = "WepTurretGatlingRotate", // Audio played when turret is moving. + BarrelRotationSound = "WepShipGatlingRotation", + FireSoundEndDelay = 120, // How long the firing audio should keep playing after firing stops. Measured in game ticks(6 = 100ms, 60 = 1 seconds, etc..). + FireSoundNoBurst = true, // Don't stop firing sound from looping when delaying after burst. + }, + Graphics = new HardPointParticleDef + { + + Effect1 = new ParticleDef + { + Name = "Tait_Stole_Muzzle_Medium", // Smoke_LargeGunShot + Color = Color(red: 1, green: 1, blue: 1, alpha: 1), + Offset = Vector(x: 0, y: 0, z: 0), + + Extras = new ParticleOptionDef + { + Loop = false, + Restart = false, + MaxDistance = 1500, + MaxDuration = 0, + Scale = 1.0f, + }, + }, + Effect2 = new ParticleDef + { + Name = "",//Muzzle_Flash_Large + Color = Color(red: 10, green: 0, blue: 0, alpha: 1), + Offset = Vector(x: 0, y: 0, z: 0), + + Extras = new ParticleOptionDef + { + Loop = false, + Restart = false, + MaxDistance = 350, + MaxDuration = 0, + Scale = 0.3f, + }, + }, + }, + }, + Ammos = new[] { + APShell203, HEShell203 // Must list all primary, shrapnel, and pattern ammos. + }, + //Upgrades = UpgradeModules, + }; + // Don't edit below this line. + } +} 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 new file mode 100644 index 000000000..171341262 --- /dev/null +++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/4_5 inch Mark II.cs @@ -0,0 +1,199 @@ +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). + 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 + { + 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, + MaxAzimuth = 180, + MinElevation = -15, + MaxElevation = 85, + HomeAzimuth = 0, // Default resting rotation angle + HomeElevation = 5, // Default resting elevation + InventorySize = 1f, // 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 = "", // 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. + 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 = 1, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + MagsToLoad = 2, // Number of physical magazines to consume on reload. + DelayUntilFire = 0, // How long the weapon waits before shooting after being told to fire. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + HeatPerShot = 1, // Heat generated per shot. + MaxHeat = 70000, // Max heat before weapon enters cooldown (70% of max heat). + Cooldown = .95f, // Percentage of max heat to be under to start firing again after overheat; accepts 0 - 0.95 + HeatSinkRate = 9000000, // Amount of heat lost per second. + DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat). + ShotsInBurst = 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..). + 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. + DeterministicSpin = false, // Spin barrel position will always be relative to initial / starting positions (spin will not be as smooth). + SpinFree = true, // 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 = "FAMediumShot", // Audio for firing. + FiringSoundPerShot = true, // Whether to replay the sound for each shot, or just loop over the entire track while firing. + ReloadSound = "", // Sound SubtypeID, for when your Weapon is in a reloading state + NoAmmoSound = "", + HardPointRotationSound = "WepTurretGatlingRotate", // Audio played when turret is moving. + BarrelRotationSound = "WepShipGatlingRotation", + FireSoundEndDelay = 120, // How long the firing audio should keep playing after firing stops. Measured in game ticks(6 = 100ms, 60 = 1 seconds, etc..). + FireSoundNoBurst = true, // Don't stop firing sound from looping when delaying after burst. + }, + Graphics = new HardPointParticleDef + { + + Effect1 = new ParticleDef + { + Name = "Tait_Stole_Muzzle_Medium", // Smoke_LargeGunShot + Color = Color(red: 1, green: 1, blue: 1, alpha: 1), + Offset = Vector(x: 0, y: 0, z: 0), + + Extras = new ParticleOptionDef + { + Loop = false, + Restart = false, + MaxDistance = 1500, + MaxDuration = 0.81f, + Scale = 0.5f, + }, + }, + Effect2 = new ParticleDef + { + Name = "",//Muzzle_Flash_Large + Color = Color(red: 10, green: 0, blue: 0, alpha: 1), + Offset = Vector(x: 0, y: 0, z: 0), + + Extras = new ParticleOptionDef + { + Loop = false, + Restart = false, + MaxDistance = 350, + MaxDuration = 5, + Scale = 0.3f, + }, + }, + }, + }, + Ammos = new[] { + FA5InchShell,FA5SAPShell // Must list all primary, shrapnel, and pattern ammos. + }, + //Upgrades = UpgradeModules, + }; + // Don't edit below this line. + } +} diff --git a/Weapon Mods/TaitMod_Fletcher/Data/TTBlockVariantGroups.sbc b/Weapon Mods/TaitMod_Fletcher/Data/TTBlockVariantGroups.sbc index 28fc07b53..51a3a9762 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/TTBlockVariantGroups.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/TTBlockVariantGroups.sbc @@ -27,6 +27,7 @@ + @@ -40,7 +41,9 @@ - + + + @@ -52,6 +55,8 @@ + + diff --git a/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/15Cm55TwinCasemate.dds b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/15Cm55TwinCasemate.dds new file mode 100644 index 000000000..d35352b1a Binary files /dev/null and b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/15Cm55TwinCasemate.dds differ diff --git a/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/15cm45Casemate.dds b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/15cm45Casemate.dds new file mode 100644 index 000000000..a97cd177c Binary files /dev/null and b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/15cm45Casemate.dds differ diff --git a/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/4_5Inch45.dds b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/4_5Inch45.dds new file mode 100644 index 000000000..b91228599 Binary files /dev/null and b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/4_5Inch45.dds differ diff --git a/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/8Inch55Main.dds b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/8Inch55Main.dds new file mode 100644 index 000000000..0805e1f3b Binary files /dev/null and b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/8Inch55Main.dds differ diff --git a/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/8Inch55RF.dds b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/8Inch55RF.dds new file mode 100644 index 000000000..bcd3edbc5 Binary files /dev/null and b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/8Inch55RF.dds differ diff --git a/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/Cubes/8Inch55Main.dds b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/Cubes/8Inch55Main.dds index 1d8164b03..bcd3edbc5 100644 Binary files a/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/Cubes/8Inch55Main.dds and b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/Cubes/8Inch55Main.dds differ diff --git a/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/OTO381mm.dds b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/OTO381mm.dds new file mode 100644 index 000000000..831532cf0 Binary files /dev/null and b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/OTO381mm.dds differ diff --git a/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/UK16Inch45Mark1.dds b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/UK16Inch45Mark1.dds new file mode 100644 index 000000000..03ed3d07f Binary files /dev/null and b/Weapon Mods/TaitMod_Fletcher/Textures/GUI/Icons/UK16Inch45Mark1.dds differ