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12 changes: 6 additions & 6 deletions Weapon Mods/40k-Weapons-Mod/Data/Cubeblocks_IMP.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -157,7 +157,7 @@
</BuildProgressModels>
<BlockPairName>Macro</BlockPairName>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>120</BuildTimeSeconds>
<BuildTimeSeconds>150</BuildTimeSeconds>
<WeaponDefinitionId Subtype="HeavyBolterLargeSponson" />
<MountPoints>
<MountPoint Side="Back" StartX="0.0" StartY="0.0" EndX="3.0" EndY="3.0" PropertiesMask="2" />
Expand Down Expand Up @@ -216,7 +216,7 @@
</BuildProgressModels>
<BlockPairName>HeavyMacro</BlockPairName>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>180</BuildTimeSeconds>
<BuildTimeSeconds>240</BuildTimeSeconds>
<WeaponDefinitionId Subtype="HeavyBolterLargeSponson" />
<MountPoints>
<MountPoint Side="Back" StartX="0.0" StartY="0.0" EndX="5.0" EndY="5.0" PropertiesMask="2" />
Expand Down Expand Up @@ -331,7 +331,7 @@
</BuildProgressModels>
<BlockPairName>Lance</BlockPairName>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>120</BuildTimeSeconds>
<BuildTimeSeconds>210</BuildTimeSeconds>
<WeaponDefinitionId Subtype="HeavyBolterLargeSponson" />
<MountPoints>
<MountPoint Side="Back" StartX="0.0" StartY="0.0" EndX="5.0" EndY="1.0" PropertiesMask="2" />
Expand Down Expand Up @@ -387,7 +387,7 @@
</BuildProgressModels>
<BlockPairName>LightLance</BlockPairName>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>100</BuildTimeSeconds>
<BuildTimeSeconds>180</BuildTimeSeconds>
<WeaponDefinitionId Subtype="HeavyBolterLargeSponson" />
<MountPoints>
<MountPoint Side="Back" StartX="0.0" StartY="0.0" EndX="3.0" EndY="1.0" PropertiesMask="2" />
Expand Down Expand Up @@ -443,7 +443,7 @@
</BuildProgressModels>
<BlockPairName>HeavyLance</BlockPairName>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>140</BuildTimeSeconds>
<BuildTimeSeconds>300</BuildTimeSeconds>
<WeaponDefinitionId Subtype="HeavyBolterLargeSponson" />
<MountPoints>
<MountPoint Side="Back" StartX="0.0" StartY="0.0" EndX="7.0" EndY="1.0" PropertiesMask="2" />
Expand Down Expand Up @@ -669,7 +669,7 @@
</BuildProgressModels>
<BlockPairName>Aegis</BlockPairName>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>30</BuildTimeSeconds>
<BuildTimeSeconds>40</BuildTimeSeconds>
<WeaponDefinitionId Subtype="HeavyBolterLargeSponson" />
<MountPoints>
<MountPoint Side="Back" StartX="0.0" StartY="0.0" EndX="1.0" EndY="1.0" PropertiesMask="2" />
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Original file line number Diff line number Diff line change
Expand Up @@ -44,7 +44,7 @@ partial class Parts {
Grids, Neutrals, // Types of threat to engage: Grids, Projectiles, Characters, Meteors, Neutrals
},
SubSystems = new[] {
Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any
Offense, Utility, Thrust, Power, Production, Jumping, Steering, Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any
},
ClosestFirst = false, // Tries to pick closest targets first (blocks on grids, projectiles, etc...).
IgnoreDumbProjectiles = false, // Don't fire at non-smart projectiles.
Expand All @@ -53,12 +53,12 @@ partial class Parts {
MaximumDiameter = 0, // Maximum radius of threat to engage; 0 = unlimited.
MaxTargetDistance = 2750f, // 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 = 8, // Maximum number of targets to randomize between; 0 = unlimited.
TopBlocks = 16, // Maximum number of blocks to randomize between; 0 = unlimited.
CycleBlocks = 3, // Number of blocks to "cycle" per acquire attempt.
TopTargets = 4, // Maximum number of targets to randomize between; 0 = unlimited.
TopBlocks = 8, // Maximum number of blocks to randomize between; 0 = unlimited.
CycleBlocks = 0, // Number of blocks to "cycle" per acquire attempt.
StopTrackingSpeed = 0, // Do not track threats traveling faster than this speed; 0 = unlimited.
UniqueTargetPerWeapon = false, // only applies to multi-weapon blocks
MaxTrackingTime = 180, // After this time has been reached the weapon will stop tracking existing target and scan for a new one
MaxTrackingTime = 0, // After this time has been reached the weapon will stop tracking existing target and scan for a new one
ShootBlanks = false, // Do not generate projectiles when shooting
FocusOnly = false, // This weapon can only track focus targets.
EvictUniqueTargets = false, // if this is set it will evict any weapons set to UniqueTargetPerWeapon unless they to have this set
Expand All @@ -68,7 +68,7 @@ partial class Parts {
PartName = "Charon", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons).
DeviateShotAngle = 0.50f, // Projectile inaccuracy in degrees.
AimingTolerance = 5f, // How many degrees off target a turret can fire at. 0 - 180 firing angle.
AimLeadingPrediction = Basic, // Level of turret aim prediction; Off, Basic, Accurate, Advanced
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.
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.
Expand Down Expand Up @@ -101,7 +101,7 @@ partial class Parts {
HomeAzimuth = 0, // Default resting rotation angle
HomeElevation = 0, // Default resting elevation
InventorySize = 1f, // Inventory capacity in kL.
IdlePower = 150f, // Constant base power draw in MW.
IdlePower = 50f, // 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
Expand Down Expand Up @@ -141,7 +141,7 @@ partial class Parts {
DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat).
ShotsInBurst = 0, // Use this if you don't want the weapon to fire an entire physical magazine in one go. Should not be more than your magazine capacity.
DelayAfterBurst = 0, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
FireFull = false, // Whether the weapon should fire the full magazine (or the full burst instead if ShotsInBurst > 0), even if the target is lost or the player stops firing prematurely.
FireFull = false, //probably should be set to true //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).
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -44,7 +44,7 @@ partial class Parts
AmmoMagazine = "K_GaussPrototypeBlitzCase", // SubtypeId of physical ammo magazine. Use "Energy" for weapons without physical ammo.
AmmoRound = "Charon_Shot", // 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 = 0.063f, // ~600MW / Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
EnergyCost = 0.0315f, // ~300MW / Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
BaseDamage = 33000f, // Direct damage; one steel plate is worth 100.
Mass = 15f, // 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.
Expand Down Expand Up @@ -116,8 +116,8 @@ partial class Parts
// For the following modifier values: -1 = disabled (higher performance), 0 = no damage, 0.01f = 1% damage, 2 = 200% damage.
FallOff = new FallOffDef
{
Distance = 2000f, // Distance at which damage begins falling off.
MinMultipler = 0.5f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage.
Distance = 0f, // Distance at which damage begins falling off.
MinMultipler = 1f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage.
},
Grids = new GridSizeDef
{
Expand Down
8 changes: 4 additions & 4 deletions Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -16,10 +16,10 @@
[Shell Speed: 1000m/s | 1100m/s]
[Damage Types: Energy | Kinetic]

Triple barreled 203mm/8 Inch used commonly by the Us navy during ww2 and into the cold war period
Medium to long range artillery turret, used heavily on heavy cruisers likt eh Des Moines.
Triple barreled 203mm/8 Inch used commonly by the USN during WW2 and into the cold war period.
Medium to long range artillery turret, used heavily on heavy cruisers like Des Moines.
</Description>
<Icon>Textures\GUI\Icons\8Inch55RF.dds</Icon>
<Icon>Textures\GUI\Icons\8Inch55Main.dds</Icon>
<CubeSize>Large</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="3" y="2" z="3"/>
Expand All @@ -42,7 +42,7 @@
</MountPoints>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<BuildTimeSeconds>30</BuildTimeSeconds>
<BuildTimeSeconds>180</BuildTimeSeconds>
<BlockPairName>203mmQuad</BlockPairName>
</Definition>
</CubeBlocks>
Expand Down
1 change: 1 addition & 0 deletions Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -41,6 +41,7 @@
</MountPoints>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<BuildTimeSeconds>180</BuildTimeSeconds>
<BlockPairName>203mmTwin</BlockPairName>
</Definition>
</CubeBlocks>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@
<MountPoints>
<MountPoint Side="Bottom" StartX="0" StartY="0" EndX="7" EndY="7" />
</MountPoints>
<BuildTimeSeconds>120</BuildTimeSeconds>
<BuildTimeSeconds>360</BuildTimeSeconds>
<BlockPairName>20InchTwin</BlockPairName>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
Expand Down
1 change: 1 addition & 0 deletions Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -35,6 +35,7 @@
<Component Subtype="SteelPlate" Count="1600" />
</Components>
<CriticalComponent Subtype="Motor" Index="0" />
<BuildTimeSeconds>150</BuildTimeSeconds>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<MountPoints>
Expand Down
6 changes: 3 additions & 3 deletions Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/BarbetteSet.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,7 @@
</BuildProgressModels>
<BlockPairName>Barbette5x5</BlockPairName>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>15</BuildTimeSeconds>
<BuildTimeSeconds>420</BuildTimeSeconds>
<EmissiveColorPreset>Default</EmissiveColorPreset>
<DamageEffectName>Damage_HeavyMech_Damaged</DamageEffectName>
<DamagedSound>ParticleHeavyMech</DamagedSound>
Expand Down Expand Up @@ -80,7 +80,7 @@
<BlockPairName>Barbette3x3</BlockPairName>
<MirroringY>X</MirroringY>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>10</BuildTimeSeconds>
<BuildTimeSeconds>270</BuildTimeSeconds>
<EmissiveColorPreset>Default</EmissiveColorPreset>
<DamageEffectName>Damage_HeavyMech_Damaged</DamageEffectName>
<DamagedSound>ParticleHeavyMech</DamagedSound>
Expand Down Expand Up @@ -125,7 +125,7 @@
<BlockPairName>Barbette1x1</BlockPairName>
<MirroringY>X</MirroringY>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>5</BuildTimeSeconds>
<BuildTimeSeconds>30</BuildTimeSeconds>
<EmissiveColorPreset>Default</EmissiveColorPreset>
<DamageEffectName>Damage_HeavyMech_Damaged</DamageEffectName>
<DamagedSound>ParticleHeavyMech</DamagedSound>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -28,6 +28,7 @@
<Component Subtype="SteelPlate" Count="15" />
</Components>
<CriticalComponent Subtype="SteelPlate" Index="0"/>
<BuildTimeSeconds>15</BuildTimeSeconds>
<MountPoints>
<MountPoint Side="Front" StartX="0.00" StartY="0.00" EndX="1.00" EndY="1.00" Enabled="false"/>
<MountPoint Side="Back" StartX="0.00" StartY="0.00" EndX="1.00" EndY="1.00" Enabled="false"/>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -20,6 +20,7 @@
<ModelOffset x="0" y="0" z="0"/>
<Model>Models\Rangefinder\Mk25 Rangefinder.mwm</Model>
<UseModelIntersection>true</UseModelIntersection>
<BuildTimeSeconds>15</BuildTimeSeconds>
<Components>
<Component Subtype="SteelPlate" Count="25" />
<Component Subtype="Construction" Count="20" />
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -28,6 +28,7 @@
<Component Subtype="SteelPlate" Count="200" />
</Components>
<CriticalComponent Subtype="SteelPlate" Index="0"/>
<BuildTimeSeconds>15</BuildTimeSeconds>
<BlockPairName>OerlikonDual</BlockPairName>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -29,6 +29,7 @@
<Component Subtype="SteelPlate" Count="200" />
</Components>
<CriticalComponent Subtype="SteelPlate" Index="0"/>
<BuildTimeSeconds>15</BuildTimeSeconds>
<MountPoints>
<MountPoint Side="Bottom" StartX="0.00" StartY="0.00" EndX="1.00" EndY="1.00"/>
</MountPoints>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -31,6 +31,7 @@
<MountPoints>
<MountPoint Side="Bottom" StartX="0.00" StartY="0.00" EndX="1.00" EndY="1.00" Default="true"/>
</MountPoints>
<BuildTimeSeconds>15</BuildTimeSeconds>
<BlockPairName>PomPomMain</BlockPairName>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
Expand Down
1 change: 1 addition & 0 deletions Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/QuadBofor.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -37,6 +37,7 @@
<MountPoint Side="Bottom" StartX="0.00" StartY="0.00" EndX="1.00" EndY="1.00" Default="true"/>
</MountPoints>
<BlockPairName>QuadBofor</BlockPairName>
<BuildTimeSeconds>15</BuildTimeSeconds>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<BuildProgressModels>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -35,6 +35,7 @@
<Component Subtype="SteelPlate" Count="3200" />
</Components>
<CriticalComponent Subtype="Motor" Index="0" />
<BuildTimeSeconds>540</BuildTimeSeconds>
<MountPoints>
<MountPoint Side="Bottom" StartX="1" StartY="1" EndX="2" EndY="2" />
</MountPoints>
Expand Down
18 changes: 9 additions & 9 deletions Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -774,7 +774,7 @@
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>40</BuildTimeSeconds>
<BuildTimeSeconds>150</BuildTimeSeconds>
<OverlayTexture>Textures\GUI\HUD\USAASight.dds</OverlayTexture>
<WeaponDefinitionId Subtype="127mmMk32" />
<InventoryMaxVolume>300</InventoryMaxVolume>
Expand Down Expand Up @@ -827,7 +827,7 @@
<Component Subtype="Motor" Count="100" />
<Component Subtype="Computer" Count="100" />
<Component Subtype="Construction" Count="200" />
<Component Subtype="MetalGrid" Count="200" />
<Component Subtype="MetalGrid" Count="200" />
<Component Subtype="SteelPlate" Count="1600" />
</Components>
<CriticalComponent Subtype="Motor" Index="0" />
Expand All @@ -850,7 +850,7 @@
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>40</BuildTimeSeconds>
<BuildTimeSeconds>150</BuildTimeSeconds>
<OverlayTexture>Textures\GUI\HUD\USAASight.dds</OverlayTexture>
<WeaponDefinitionId Subtype="127mmMk12" />
<InventoryMaxVolume>200</InventoryMaxVolume>
Expand Down Expand Up @@ -931,7 +931,7 @@
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>30</BuildTimeSeconds>
<BuildTimeSeconds>150</BuildTimeSeconds>
<OverlayTexture>Textures\GUI\HUD\USAASight.dds</OverlayTexture>
<WeaponDefinitionId Subtype="127mmMk24" />
<InventoryMaxVolume>120</InventoryMaxVolume>
Expand Down Expand Up @@ -1008,7 +1008,7 @@
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>40</BuildTimeSeconds>
<BuildTimeSeconds>150</BuildTimeSeconds>
<OverlayTexture>Textures\GUI\HUD\USGunsight.dds</OverlayTexture>
<WeaponDefinitionId Subtype="6InchTriple" />
<InventoryMaxVolume>100</InventoryMaxVolume>
Expand Down Expand Up @@ -1084,7 +1084,7 @@
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>120</BuildTimeSeconds>
<BuildTimeSeconds>250</BuildTimeSeconds>
<OverlayTexture>Textures\GUI\HUD\USGunsight.dds</OverlayTexture>
<WeaponDefinitionId Subtype="16InchTriple" />
<InventoryMaxVolume>100</InventoryMaxVolume>
Expand Down Expand Up @@ -1168,7 +1168,7 @@
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>120</BuildTimeSeconds>
<BuildTimeSeconds>250</BuildTimeSeconds>
<OverlayTexture>Textures\GUI\HUD\GermanTankSight.dds</OverlayTexture>
<WeaponDefinitionId Subtype="381mmDualR" />
<InventoryMaxVolume>100</InventoryMaxVolume>
Expand Down Expand Up @@ -1244,7 +1244,7 @@
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>120</BuildTimeSeconds>
<BuildTimeSeconds>250</BuildTimeSeconds>
<OverlayTexture>Textures\GUI\HUD\GermanTankSight.dds</OverlayTexture>
<WeaponDefinitionId Subtype="381mmDualNR" />
<InventoryMaxVolume>100</InventoryMaxVolume>
Expand Down Expand Up @@ -1466,7 +1466,7 @@
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>120</BuildTimeSeconds>
<BuildTimeSeconds>250</BuildTimeSeconds>
<OverlayTexture>Textures\GUI\HUD\GermanTankSight.dds</OverlayTexture>
<WeaponDefinitionId Subtype="380mmMLE1935" />
<InventoryMaxVolume>100</InventoryMaxVolume>
Expand Down