Statistics: Posted by Uveso — 25 Aug 2016, 13:20
Statistics: Posted by Uveso — 25 Aug 2016, 03:01
Statistics: Posted by Uveso — 21 Apr 2016, 11:12
Statistics: Posted by Lex Ryder — 21 Apr 2016, 09:41
-- SPIDER BOT WEAPON!
CDFHeavyMicrowaveLaserGenerator = Class(DefaultBeamWeapon) {
BeamType = CollisionBeamFile.MicrowaveLaserCollisionBeam01,
FxMuzzleFlash = {},
FxChargeMuzzleFlash = {},
FxUpackingChargeEffects = EffectTemplate.CMicrowaveLaserCharge01,
FxUpackingChargeEffectScale = 1,
IdleState = State(DefaultBeamWeapon.IdleState) {
Main = function(self)
if self.RotatorManip then
self.RotatorManip:SetTargetSpeed(0)
self.RotatorManip:SetAccel(90)
end
if self.SliderManip then
self.SliderManip:SetGoal(0,0,0)
self.SliderManip:SetSpeed(2)
end
DefaultBeamWeapon.IdleState.Main(self)
end,
},
CreateProjectileAtMuzzle = function(self, muzzle)
if not self.SliderManip then
self.SliderManip = CreateSlider(self.unit, 'Center_Turret_Barrel')
self.unit.Trash:Add(self.SliderManip)
end
if not self.RotatorManip then
self.RotatorManip = CreateRotator(self.unit, 'Center_Turret_Barrel', 'z')
self.unit.Trash:Add(self.RotatorManip)
end
self.RotatorManip:SetTargetSpeed(500)
self.RotatorManip:SetAccel(200)
self.SliderManip:SetPrecedence(11)
self.SliderManip:SetGoal(0, 0, -1)
self.SliderManip:SetSpeed(-1)
DefaultBeamWeapon.CreateProjectileAtMuzzle(self, muzzle)
end,
PlayFxWeaponUnpackSequence = function( self )
if not self.ContBeamOn then
local army = self.unit:GetArmy()
local bp = self:GetBlueprint()
for k, v in self.FxUpackingChargeEffects do
for ek, ev in bp.RackBones[self.CurrentRackSalvoNumber].MuzzleBones do
CreateAttachedEmitter(self.unit, ev, army, v):ScaleEmitter(self.FxUpackingChargeEffectScale)
end
end
if self.RotatorManip then
self.RotatorManip:SetTargetSpeed(179)
end
DefaultBeamWeapon.PlayFxWeaponUnpackSequence(self)
end
end,
}
CDFHeavyMicrowaveLaserGenerator = Class(DefaultBeamWeapon) {
BeamType = CollisionBeamFile.MicrowaveLaserCollisionBeam01,
{
HeavyLexinatorLaser = Class(DefaultBeamWeapon) {
BeamType = CollisionBeamFile.MicrowaveLaserCollisionBeam01,
}
local HeavyLexinatorLaser = import('/lua/cybranweapons.lua').HeavyLexinatorLaser
Weapons = {
MainGun = Class(HeavyLexinatorLaser) {
},
},
Weapon = {
{
AboveWaterFireOnly = true,
AboveWaterTargetsOnly = true,
AimsStraightOnDisable = true,
Audio = {
BeamLoop = Sound {
Bank = 'URLWeapon',
Cue = 'URL0402_Beam_Loop',
LodCutoff = 'Weapon_LodCutoff',
},
BeamStart = Sound {
Bank = 'URLWeapon',
Cue = 'URL0402_Beam_Start',
LodCutoff = 'Weapon_LodCutoff',
},
BeamStop = Sound {
Bank = 'URLWeapon',
Cue = 'URL0402_Beam_Stop',
LodCutoff = 'Weapon_LodCutoff',
},
Unpack = Sound {
Bank = 'URLWeapon',
Cue = 'URL0402_Beam_Charge',
LodCutoff = 'Weapon_LodCutoff',
},
},
AutoInitiateAttackCommand = false,
BallisticArc = 'RULEUBA_None',
BeamCollisionDelay = 0.1,
BeamLifetime = 0,
CollideFriendly = false,
ContinuousBeam = true,
Damage = 800,
DamageRadius = 0.5,
DamageType = 'Normal',
DisplayName = 'Heavy Microwave Laser',
FireTargetLayerCapsTable = {
Land = 'Land|Water|Seabed',
Seabed = 'Land|Water|Seabed',
Water = 'Land|Water|Seabed',
},
FiringTolerance = 2,
Label = 'MainGun',
LeadTarget = false,
MaxRadius = 30,
MinRadius = 4,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
NotExclusive = true,
RackBones = {
{
MuzzleBones = {
'Turret_Muzzle',
},
RackBone = 'Turret_Recoil',
},
},
RackFireTogether = false,
RackRecoilDistance = 0,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = false,
RangeCategory = 'UWRC_DirectFire',
RateOfFire = 3,
TargetCheckInterval = 0.5,
TargetPriorities = {
'SPECIALHIGHPRI',
'TECH3 MOBILE',
'TECH2 MOBILE',
'TECH1 MOBILE',
'STRUCTURE DEFENSE',
'SPECIALLOWPRI',
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TurretBoneMuzzle = 'Turret_Muzzle',
TurretBonePitch = 'Turret_Barrel',
TurretBoneYaw = 'Turret',
TurretDualManipulators = false,
TurretPitch = -20,
TurretPitchRange = 90,
TurretPitchSpeed = 20,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 40,
Turreted = true,
WeaponCategory = 'Direct Fire Experimental',
WeaponRepackTimeout = 0,
WeaponUnpacks = false,
},
},
UnitList = {
T2GroundDefense = {
UEF = {'lex2303', 50}, -- Pointdefense from lex
},
}
Statistics: Posted by Uveso — 21 Apr 2016, 06:53
local TStructureUnit = import('/lua/terranunits.lua').TStructureUnit
local SDFUltraChromaticBeamGenerator = import('/lua/seraphimweapons.lua').SDFUltraChromaticBeamGenerator
UEB6000 = Class(TStructureUnit) {
Weapons = {
Weapons = {
MainGun = Class(SDFUltraChromaticBeamGenerator) {}
},
}
TypeClass = UEB6000
Weapon = {
{
AboveWaterTargetsOnly = true,
Audio = {
BeamLoop = Sound {
Bank = 'XSB_Weapon',
Cue = 'XSB2301_Ultrachromatic_Beam',
LodCutoff = 'Weapon_LodCutoff',
},
BeamStart = Sound {
Bank = 'XSB_Weapon',
Cue = 'XSB2301_Ultrachromatic_Beam_Start',
LodCutoff = 'Weapon_LodCutoff',
},
BeamStop = Sound {
Bank = 'XSB_Weapon',
Cue = 'XSB2301_Ultrachromatic_Beam_Stop',
LodCutoff = 'Weapon_LodCutoff',
},
},
BallisticArc = 'RULEUBA_None',
BeamCollisionDelay = 0.3,
BeamLifetime = 0.9,
CollideFriendly = false,
Damage = 8000,
DamageRadius = 0,
DamageType = 'Normal',
DisplayName = 'Ultrachromatic Beam Generator',
FireTargetLayerCapsTable = {
Land = 'Land|Water|Seabed',
Water = 'Land|Water|Seabed',
},
FiringRandomness = 0,
FiringTolerance = 0,
Label = 'MainGun',
LeadTarget = false,
MaxRadius = 35,
MuzzleChargeDelay = 0,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
ProjectileLifetimeUsesMultiplier = 1.15,
RackBones = {
{
MuzzleBones = {
'Turret_Muzzle',
},
RackBone = 'Turret_Recoil',
},
},
RackFireTogether = false,
RackRecoilDistance = -1,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoFiresAfterCharge = false,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = false,
RangeCategory = 'UWRC_DirectFire',
RateOfFire = 0.25,
TargetCheckInterval = 1,
TargetPriorities = {
'SPECIALHIGHPRI',
'MOBILE',
'STRUCTURE DEFENSE',
'SPECIALLOWPRI',
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TurretBoneMuzzle = 'Turret_Muzzle',
TurretBonePitch = 'Turret_Barrel',
TurretBoneYaw = 'Turret',
TurretDualManipulators = false,
TurretPitch = 30,
TurretPitchRange = 60,
TurretPitchSpeed = 6,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 6,
Turreted = true,
WeaponCategory = 'Direct Fire',
WeaponUnpacks = false,
},
},
Statistics: Posted by Lex Ryder — 20 Apr 2016, 21:47
Statistics: Posted by Lex Ryder — 20 Apr 2016, 19:58
CDFLaserHeavyWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.CLaserMuzzleFlash02,
}
CDFHeavyMicrowaveLaserGenerator = Class(DefaultBeamWeapon) {
BeamType = CollisionBeamFile.MicrowaveLaserCollisionBeam01,
FxMuzzleFlash = {},
FxChargeMuzzleFlash = {},
FxUpackingChargeEffects = EffectTemplate.CMicrowaveLaserCharge01,
FxUpackingChargeEffectScale = 1,
IdleState = State(DefaultBeamWeapon.IdleState) {
Main = function(self)
if self.RotatorManip then
self.RotatorManip:SetTargetSpeed(0)
self.RotatorManip:SetAccel(90)
end
if self.SliderManip then
self.SliderManip:SetGoal(0,0,0)
self.SliderManip:SetSpeed(2)
end
DefaultBeamWeapon.IdleState.Main(self)
end,
},
CreateProjectileAtMuzzle = function(self, muzzle)
if not self.SliderManip then
self.SliderManip = CreateSlider(self.unit, 'Center_Turret_Barrel')
self.unit.Trash:Add(self.SliderManip)
end
if not self.RotatorManip then
self.RotatorManip = CreateRotator(self.unit, 'Center_Turret_Barrel', 'z')
self.unit.Trash:Add(self.RotatorManip)
end
self.RotatorManip:SetTargetSpeed(500)
self.RotatorManip:SetAccel(200)
self.SliderManip:SetPrecedence(11)
self.SliderManip:SetGoal(0, 0, -1)
self.SliderManip:SetSpeed(-1)
DefaultBeamWeapon.CreateProjectileAtMuzzle(self, muzzle)
end,
PlayFxWeaponUnpackSequence = function( self )
if not self.ContBeamOn then
local army = self.unit:GetArmy()
local bp = self:GetBlueprint()
for k, v in self.FxUpackingChargeEffects do
for ek, ev in bp.RackBones[self.CurrentRackSalvoNumber].MuzzleBones do
CreateAttachedEmitter(self.unit, ev, army, v):ScaleEmitter(self.FxUpackingChargeEffectScale)
end
end
if self.RotatorManip then
self.RotatorManip:SetTargetSpeed(179)
end
DefaultBeamWeapon.PlayFxWeaponUnpackSequence(self)
end
end,
}
Statistics: Posted by Uveso — 20 Apr 2016, 14:55
local TStructureUnit = import('/lua/terranunits.lua').TStructureUnit
local TIFArtilleryWeapon = import('/lua/terranweapons.lua').TIFArtilleryWeapon
UEB2303 = Class(TStructureUnit) {
Weapons = {
MainGun = Class(TIFArtilleryWeapon) {
},
},
OnStopBeingBuilt = function(self,builder,layer)
TStructureUnit.OnStopBeingBuilt(self,builder,layer)
local bp = self:GetBlueprint()
if bp.Audio.Activate then
self:PlaySound(bp.Audio.Activate)
end
end,
}
TypeClass = UEB2303
local TIFArtilleryWeapon = import('/lua/terranweapons.lua').TIFArtilleryWeapon
Weapon = {
{
AboveWaterTargetsOnly = true,
ArtilleryShieldBlocks = true,
Audio = {
Fire = Sound {
Bank = 'UELWeapon',
Cue = 'UEB2303_Artillery_APDS',
LodCutoff = 'Weapon_LodCutoff',
},
},
BallisticArc = 'RULEUBA_LowArc',
CollideFriendly = false,
Damage = 2000,
DamageFriendly = true,
DamageRadius = 3,
DamageType = 'Normal',
DisplayName = 'APDS Artillery',
EnergyDrainPerSecond = 100,
EnergyRequired = 1000,
FireTargetLayerCapsTable = {
Land = 'Land|Water|Seabed',
Water = 'Land|Water|Seabed',
},
FiringRandomness = 2,
FiringTolerance = 1,
Label = 'MainGun',
MaxRadius = 128,
MinRadius = 5,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
MuzzleVelocity = 26.13,
ProjectileId = '/projectiles/TIFArtillery01/TIFArtillery01_proj.bp',
ProjectilesPerOnFire = 1,
RackBones = {
{
MuzzleBones = {
'Turret_Muzzle',
},
RackBone = 'Turret_Recoil',
},
},
RackFireTogether = false,
RackRecoilDistance = -2.5,
RackReloadTimeout = 14,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = false,
RangeCategory = 'UWRC_IndirectFire',
RateOfFire = 0.05,
RenderFireClock = true,
TargetCheckInterval = 5,
TargetPriorities = {
'SPECIALHIGHPRI',
'SPECIALLOWPRI',
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TurretBoneMuzzle = 'Turret_Muzzle',
TurretBonePitch = 'Turret_Barrel',
TurretBoneYaw = 'Turret',
TurretDualManipulators = false,
TurretPitch = 30,
TurretPitchRange = 60,
TurretPitchSpeed = 6,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 6,
Turreted = true,
WeaponCategory = 'Artillery',
WeaponRepackTimeout = 0,
WeaponUnpacks = false,
},
},
...
RackBones = {
{
MuzzleBones = {
'Turret_Muzzle',
},
RackBone = 'Turret_Recoil',
},
},
...
TurretBoneMuzzle = 'Turret_Muzzle',
TurretBonePitch = 'Turret_Barrel',
TurretBoneYaw = 'Turret',
...
local CStructureUnit = import('/lua/cybranunits.lua').CStructureUnit
local CDFLaserHeavyWeapon = import('/lua/cybranweapons.lua').CDFLaserHeavyWeapon
URB2301 = Class(CStructureUnit) {
Weapons = {
MainGun = Class(CDFLaserHeavyWeapon) {
FxMuzzleFlash = {'/effects/emitters/particle_cannon_muzzle_02_emit.bp'},
}
},
}
TypeClass = URB2301
{
AboveWaterTargetsOnly = true,
Audio = {
Fire = Sound {
Bank = 'URLWeapon',
Cue = 'URB2301_Cannon_Sgl',
LodCutoff = 'Weapon_LodCutoff',
},
},
BallisticArc = 'RULEUBA_LowArc',
CollideFriendly = false,
Damage = 10,
DamageType = 'Normal',
DisplayName = 'Particle Cannon',
FireTargetLayerCapsTable = {
Land = 'Land|Water|Seabed',
Water = 'Land|Water|Seabed',
},
FiringTolerance = 2,
Label = 'MainGun',
MaxRadius = 50,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 2,
MuzzleVelocity = 100,
ProjectileId = '/projectiles/CDFLaserHeavy02/CDFLaserHeavy02_proj.bp',
ProjectileLifetimeUsesMultiplier = 1.15,
ProjectilesPerOnFire = 1,
RackBones = {
{
MuzzleBones = {
'Turret_Muzzle01',
'Turret_Muzzle02',
'Turret_Muzzle03',
},
RackBone = 'Turret_B02',
},
},
RackFireTogether = false,
RackRecoilDistance = -1,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = false,
RangeCategory = 'UWRC_DirectFire',
RateOfFire = 3,
ReTargetOnMiss = true,
TargetCheckInterval = 0.16,
TargetPriorities = {
'SPECIALHIGHPRI',
'MOBILE',
'STRUCTURE DEFENSE',
'SPECIALLOWPRI',
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TrackingRadius = 1.15,
TurretBoneMuzzle = 'Turret_Muzzle01',
TurretBonePitch = 'Turret_B02',
TurretBoneYaw = 'Turret_B01',
TurretDualManipulators = false,
TurretPitch = 10,
TurretPitchRange = 55,
TurretPitchSpeed = 60,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 60,
Turreted = true,
WeaponCategory = 'Direct Fire',
},
RackBones = {
{
MuzzleBones = {
'Turret_Muzzle01',
'Turret_Muzzle02',
'Turret_Muzzle03',
},
RackBone = 'Turret_B02',
},
},
RackBones = {
{
MuzzleBones = {
'Turret_Muzzle',
},
RackBone = 'Turret_Recoil',
},
},
TurretBoneMuzzle = 'Turret_Muzzle01',
TurretBonePitch = 'Turret_B02',
TurretBoneYaw = 'Turret_B01',
TurretBoneMuzzle = 'Turret_Muzzle',
TurretBonePitch = 'Turret_Barrel',
TurretBoneYaw = 'Turret',
MainGun = Class(TIFArtilleryWeapon)
MainGun = Class(CDFLaserHeavyWeapon)
local CDFLaserHeavyWeapon = import('/lua/cybranweapons.lua').CDFLaserHeavyWeapon
local TIFArtilleryWeapon = import('/lua/terranweapons.lua').TIFArtilleryWeapon
#****************************************************************************
#**
#** File : /cdimage/units/UEB2303/UEB2303_script.lua
#** Author(s): John Comes, David Tomandl, Jessica St. Croix
#**
#** Summary : UEF Light Artillery Script
#**
#** Copyright © 2005 Gas Powered Games, Inc. All rights reserved.
#****************************************************************************
local TStructureUnit = import('/lua/terranunits.lua').TStructureUnit
local CDFLaserHeavyWeapon = import('/lua/cybranweapons.lua').CDFLaserHeavyWeapon
UEB2303 = Class(TStructureUnit) {
OnStopBeingBuilt = function(self,builder,layer)
TStructureUnit.OnStopBeingBuilt(self,builder,layer)
local bp = self:GetBlueprint()
if bp.Audio.Activate then
self:PlaySound(bp.Audio.Activate)
end
end,
Weapons = {
MainGun = Class(CDFLaserHeavyWeapon) {
},
},
}
TypeClass = UEB2303
UnitBlueprint {
AI = {
TargetBones = {
'Target01',
'Target02',
},
},
Audio = {
Destroyed = Sound {
Bank = 'UELDestroy',
Cue = 'UEB_Destroy_Huge',
LodCutoff = 'UnitMove_LodCutoff',
},
DoneBeingBuilt = Sound {
Bank = 'UEB',
Cue = 'UEB2303_Activate',
LodCutoff = 'UnitMove_LodCutoff',
},
UISelection = Sound {
Bank = 'Interface',
Cue = 'UEF_Select_Gun',
LodCutoff = 'UnitMove_LodCutoff',
},
},
Buffs = {
Regen = {
Level1 = 2,
Level2 = 4,
Level3 = 6,
Level4 = 8,
Level5 = 10,
},
},
BuildIconSortPriority = 140,
Categories = {
'PRODUCTSC1',
'SELECTABLE',
'BUILTBYTIER2ENGINEER',
'BUILTBYTIER3ENGINEER',
'BUILTBYTIER2COMMANDER',
'BUILTBYTIER3COMMANDER',
'UEF',
'STRUCTURE',
'STRATEGIC',
'TECH2',
'INDIRECTFIRE',
'ARTILLERY',
'DRAGBUILD',
'SIZE4',
'VISIBLETORECON',
'RECLAIMABLE',
'SHOWATTACKRETICLE',
'OVERLAYINDIRECTFIRE',
'SORTSTRATEGIC',
},
CollisionOffsetY = -0.25,
Defense = {
AirThreatLevel = 0,
ArmorType = 'Structure',
EconomyThreatLevel = 30,
Health = 3600,
MaxHealth = 3600,
RegenRate = 0,
SubThreatLevel = 0,
SurfaceThreatLevel = 54,
},
Description = '<LOC ueb2303_desc>Artillery Installation',
Display = {
Mesh = {
IconFadeInZoom = 130,
LODs = {
{
LODCutoff = 120,
ShaderName = 'Unit',
},
{
AlbedoName = 'ueb2303_lod1_albedo.dds',
LODCutoff = 215,
ShaderName = 'Unit',
SpecularName = 'ueb2303_lod1_specteam.dds',
},
},
},
PlaceholderMeshName = 'UXB0004',
SpawnRandomRotation = true,
Tarmacs = {
{
Albedo = 'Tarmacs/Tar6x_01_albedo',
DeathLifetime = 300,
FadeOut = 150,
Length = 6.4,
Normal = 'Tarmacs/Tar6x_01_normals',
Orientations = {
0,
90,
180,
270,
},
RemoveWhenDead = false,
Width = 6.4,
},
},
UniformScale = 0.35,
},
Economy = {
BuildCostEnergy = 18000,
BuildCostMass = 2520,
BuildTime = 1800,
RebuildBonusIds = {
'ueb2303',
},
},
Footprint = {
SizeX = 1,
SizeZ = 1,
},
General = {
Category = 'Strategic',
Classification = 'RULEUC_Weapon',
CommandCaps = {
RULEUCC_Attack = true,
RULEUCC_CallTransport = false,
RULEUCC_Capture = false,
RULEUCC_Guard = false,
RULEUCC_Move = false,
RULEUCC_Nuke = false,
RULEUCC_Patrol = false,
RULEUCC_Reclaim = false,
RULEUCC_Repair = false,
RULEUCC_RetaliateToggle = true,
RULEUCC_Stop = true,
RULEUCC_Transport = false,
},
FactionName = 'UEF',
Icon = 'land',
SelectionPriority = 5,
TechLevel = 'RULEUTL_Advanced',
UnitName = '<LOC ueb2303_name>Klink Hammer',
UnitWeight = 1,
},
Intel = {
VisionRadius = 28,
},
Interface = {
HelpText = '<LOC ueb2303_help>Artillery Installation',
},
LifeBarHeight = 0.075,
LifeBarOffset = 0.8,
LifeBarSize = 1.25,
Physics = {
BankingSlope = 0,
BuildOnLayerCaps = {
LAYER_Air = false,
LAYER_Land = true,
LAYER_Orbit = false,
LAYER_Seabed = false,
LAYER_Sub = false,
LAYER_Water = false,
},
DragCoefficient = 0.2,
FlattenSkirt = true,
MaxSteerForce = 0,
MeshExtentsX = 2,
MeshExtentsY = 1.65,
MeshExtentsZ = 4,
MinSpeedPercent = 0,
MotionType = 'RULEUMT_None',
SkirtOffsetX = -0.5,
SkirtOffsetZ = -0.5,
SkirtSizeX = 2,
SkirtSizeZ = 2,
TurnRate = 0,
},
SelectionCenterOffsetZ = -0.4,
SelectionSizeX = 0.9,
SelectionSizeZ = 0.9,
SelectionThickness = 0.47,
SizeX = 1,
SizeY = 1.7,
SizeZ = 1,
StrategicIconName = 'icon_structure2_artillery',
StrategicIconSortPriority = 180,
Veteran = {
Level1 = 15,
Level2 = 30,
Level3 = 45,
Level4 = 60,
Level5 = 75,
},
Weapon = {
{
AboveWaterTargetsOnly = true,
Audio = {
Fire = Sound {
Bank = 'URLWeapon',
Cue = 'URB2301_Cannon_Sgl',
LodCutoff = 'Weapon_LodCutoff',
},
},
BallisticArc = 'RULEUBA_LowArc',
CollideFriendly = false,
Damage = 10,
DamageType = 'Normal',
DisplayName = 'Particle Cannon',
FireTargetLayerCapsTable = {
Land = 'Land|Water|Seabed',
Water = 'Land|Water|Seabed',
},
FiringTolerance = 2,
Label = 'MainGun',
MaxRadius = 50,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 2,
MuzzleVelocity = 100,
ProjectileId = '/projectiles/CDFLaserHeavy02/CDFLaserHeavy02_proj.bp',
ProjectileLifetimeUsesMultiplier = 1.15,
ProjectilesPerOnFire = 1,
RackBones = {
{
MuzzleBones = {
'Turret_Muzzle',
},
RackBone = 'Turret_Recoil',
},
},
RackFireTogether = false,
RackRecoilDistance = -1,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 0,
RackSalvoSize = 1,
RackSlavedToTurret = false,
RangeCategory = 'UWRC_DirectFire',
RateOfFire = 3,
ReTargetOnMiss = true,
TargetCheckInterval = 0.16,
TargetPriorities = {
'SPECIALHIGHPRI',
'MOBILE',
'STRUCTURE DEFENSE',
'SPECIALLOWPRI',
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TrackingRadius = 1.15,
TurretBoneMuzzle = 'Turret_Muzzle',
TurretBonePitch = 'Turret_Barrel',
TurretBoneYaw = 'Turret',
TurretDualManipulators = false,
TurretPitch = 10,
TurretPitchRange = 55,
TurretPitchSpeed = 60,
TurretYaw = 0,
TurretYawRange = 180,
TurretYawSpeed = 60,
Turreted = true,
WeaponCategory = 'Direct Fire',
},
},
Wreckage = {
Blueprint = '/props/DefaultWreckage/DefaultWreckage_prop.bp',
EnergyMult = 0,
HealthMult = 0.9,
MassMult = 0.9,
ReclaimTimeMultiplier = 1,
WreckageLayers = {
Air = false,
Land = true,
Seabed = false,
Sub = false,
Water = false,
},
},
}
Statistics: Posted by Uveso — 23 Feb 2016, 02:25