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Updates (#1912)
2 parents d9d1f18 + 85c5c98 commit f29c8af

4 files changed

Lines changed: 6 additions & 5 deletions

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Weapon Mods/Anomaly_Solaris_Hypernautics/Data/SOL_CubeBlocks.sbc

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@@ -200,6 +200,7 @@
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[8 mini torps target missiles]
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[Will heal shields if it impacts]
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[40 second reload]
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Caution, give it decent line of sight for better results
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</Description>
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<Icon>Textures\GUI\missile_defense.png</Icon>

Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/Auger_S5_Ammo.cs

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@@ -311,15 +311,15 @@ partial class Parts
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Offset = Vector(x: 0, y: 0, z: 0),
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Extras = new ParticleOptionDef
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{
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Scale = 0.25f,
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Scale = 0.15f,
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},
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},
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Hit = new ParticleDef
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{
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Name = "",//ARROWFLAREDEATH ARROWNUKE
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ApplyToShield = true,
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Color = Color(red: 3, green: 1f, blue: 1.9f, alpha: 1),
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Color = Color(red: 3, green: 1f, blue: 1.9f, alpha: 0.4f),
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Offset = Vector(x: 0, y: 0, z: 0),
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Extras = new ParticleOptionDef
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{

Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/Nariman_Turret.cs

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@@ -54,8 +54,8 @@ partial class Parts {
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HardPoint = new HardPointDef
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{
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PartName = "Nariman", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons).
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DeviateShotAngle = 0.25f, // Projectile inaccuracy in degrees.
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AimingTolerance = 5f, // How many degrees off target a turret can fire at. 0 - 180 firing angle.
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DeviateShotAngle = 10f, // Projectile inaccuracy in degrees.
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AimingTolerance = 2f, // How many degrees off target a turret can fire at. 0 - 180 firing angle.
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AimLeadingPrediction = Advanced, // Level of turret aim prediction; Off, Basic, Accurate, Advanced
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DelayCeaseFire = 0, // Measured in game ticks (6 = 100ms, 60 = 1 second, etc..). Length of time the weapon continues firing after trigger is released.
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AddToleranceToTracking = false, // Allows turret to track to the edge of the AimingTolerance cone instead of dead centre.

Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/Nariman_Turret_Ammo.cs

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@@ -272,7 +272,7 @@ partial class Parts
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MaxTrajectoryTime = 0, // How long the weapon must fire before it reaches MaxTrajectory.
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Smarts = new SmartsDef
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{
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SteeringLimit = 30, // 0 means no limit, value is in degrees, good starting is 150. This enable advanced smart "control", cost of 3 on a scale of 1-5, 0 being basic smart.
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SteeringLimit = 40, // 0 means no limit, value is in degrees, good starting is 150. This enable advanced smart "control", cost of 3 on a scale of 1-5, 0 being basic smart.
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Inaccuracy = 2.5f, // 0 is perfect, hit accuracy will be a random num of meters between 0 and this value.
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Aggressiveness = 2f, // controls how responsive tracking is.
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MaxLateralThrust = 0.15, // controls how sharp the trajectile may turn

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