You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs
+8-8Lines changed: 8 additions & 8 deletions
Original file line number
Diff line number
Diff line change
@@ -2294,7 +2294,7 @@ partial class Parts
2294
2294
AmmoRound="Large Railgun Slug",// Name of ammo in terminal, should be different for each ammo type used by the same weapon. Is used by Shrapnel.
2295
2295
HybridRound=true,// Use both a physical ammo magazine and energy per shot.
2296
2296
EnergyCost=0.2858f,// Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
2297
-
BaseDamage=126000f,//Direct damage; one steel plate is worth 100.
2297
+
BaseDamage=126000f,//holy number, not to be changed //Direct damage; one steel plate is worth 100.
2298
2298
Mass=277f,// In kilograms; how much force the impact will apply to the target.
2299
2299
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.
2300
2300
BackKickForce=0f,// Recoil. This is applied to the Parent Grid. 21777000f
@@ -2358,7 +2358,7 @@ partial class Parts
2358
2358
// For the following modifier values: -1 = disabled (higher performance), 0 = no damage, 0.01f = 1% damage, 2 = 200% damage.
2359
2359
FallOff=newFallOffDef
2360
2360
{
2361
-
Distance=6000f,// Distance at which damage begins falling off.
2361
+
Distance=10000f,// Distance at which damage begins falling off.
2362
2362
MinMultipler=0.75f,// Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage.
2363
2363
},
2364
2364
Grids=newGridSizeDef
@@ -2409,10 +2409,10 @@ partial class Parts
2409
2409
ByBlockHit=newByBlockHitDef
2410
2410
{
2411
2411
Enable=true,
2412
-
Radius=3f,// Meters
2413
-
Damage=10000f,// Damages 4 blocks
2414
-
Depth=1f,// Max depth of AOE effect, in meters. 0=disabled, and AOE effect will reach to a depth of the radius value
2415
-
MaxAbsorb=2500f,// Soft cutoff for damage, except for pooled falloff. If pooled falloff, limits max damage per block.
2412
+
Radius=4f,// Meters
2413
+
Damage=20000f,// Damages 4 blocks
2414
+
Depth=2f,// Max depth of AOE effect, in meters. 0=disabled, and AOE effect will reach to a depth of the radius value
2415
+
MaxAbsorb=5000f,// Soft cutoff for damage, except for pooled falloff. If pooled falloff, limits max damage per block.
2416
2416
Falloff=Pooled,//.NoFalloff applies the same damage to all blocks in radius
2417
2417
//.Linear drops evenly by distance from center out to max radius
2418
2418
//.Curve drops off damage sharply as it approaches the max radius
@@ -2514,8 +2514,8 @@ partial class Parts
2514
2514
TargetLossTime=0,// 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
2515
2515
MaxLifeTime=120,//120 is required for sound. 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). time begins at 0 and time must EXCEED this value to trigger "time > maxValue". Please have a value for this, It stops Bad things.
2516
2516
AccelPerSec=0f,// Meters Per Second. This is the spawning Speed of the Projectile, and used by turning.
2517
-
DesiredSpeed=5000,// voxel phasing if you go above 5100
2518
-
MaxTrajectory=10000f,//**MUST** be double of speed for sound to work good.// Max Distance the projectile or beam can Travel.
2517
+
DesiredSpeed=6000,// voxel phasing if you go above 5100
2518
+
MaxTrajectory=12500f,//**MUST** be double of speed for sound to work good.// Max Distance the projectile or beam can Travel.
2519
2519
DeaccelTime=0,// 0 is disabled, a value causes the projectile to come to rest overtime, (Measured in game ticks, 60 = 1 second)
2520
2520
GravityMultiplier=0f,// Gravity multiplier, influences the trajectory of the projectile, value greater than 0 to enable. Natural Gravity Only.
2521
2521
SpeedVariance=Random(start:0,end:0),// subtracts value from DesiredSpeed. Be warned, you can make your projectile go backwards.
0 commit comments