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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description starting the moving of shit from _Arc to _Arcadis. starting the small one with gun/battery.yml and all it sprite. added new projectile.yml where we can put our special projectile. > Added multiple projectile(mostly laser with nothing special) > Added EMP Laser and Explosive Laser added CRT-5 Energy Blaster > it shot those 2 special projectile and normal laser. also il prob move more shit later. i only moving the battery.yml cause i know no one touching that file yet. il move more once this pr move and il prob fix the merc and ntpd id rsi fuckery later. i swear i will do it later. okay maybe after this pr. you can bully me if i didnt do it yet once this pr merged. --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: CRT-5 Energy Blaster - tweak: CRT-2 Energy Pistol Laser damage (17>20) i think - tweak: CRT-2 Energy Pistol Laser laser barrage(4>3)
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Resources/Prototypes/_Arcadis/Entities/Objects/Weapon/Projectile/projectile.yml
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- type: entity | ||
name: laser blast | ||
id: BulletEnergyBlasterCR | ||
parent: BaseBullet | ||
categories: [ HideSpawnMenu ] | ||
components: | ||
- type: Reflective | ||
reflective: | ||
- Energy | ||
- type: FlyBySound | ||
sound: | ||
collection: EnergyMiss | ||
params: | ||
volume: 5 | ||
- type: Sprite | ||
sprite: Objects/Weapons/Guns/Projectiles/projectiles_tg.rsi | ||
layers: | ||
- state: heavylaser | ||
shader: unshaded | ||
- type: Ammo | ||
- type: Physics | ||
- type: Fixtures | ||
fixtures: | ||
projectile: | ||
shape: | ||
!type:PhysShapeAabb | ||
bounds: "-0.2,-0.2,0.2,0.2" | ||
hard: false | ||
mask: | ||
- Opaque | ||
- type: Projectile | ||
impactEffect: BulletImpactEffectRedDisabler | ||
damage: | ||
types: | ||
Heat: 20 | ||
soundHit: | ||
collection: MeatLaserImpact | ||
|
||
- type: entity | ||
name: disabler blast | ||
id: BulletDisablerBlasterCR | ||
parent: BaseBullet | ||
categories: [ HideSpawnMenu ] | ||
components: | ||
- type: Reflective | ||
reflective: | ||
- Energy | ||
- type: FlyBySound | ||
sound: | ||
collection: EnergyMiss | ||
params: | ||
volume: 5 | ||
- type: Sprite | ||
sprite: Objects/Weapons/Guns/Projectiles/projectiles_tg.rsi | ||
layers: | ||
- state: omnilaser | ||
shader: unshaded | ||
- type: Ammo | ||
- type: Physics | ||
- type: Fixtures | ||
fixtures: | ||
projectile: | ||
shape: | ||
!type:PhysShapeAabb | ||
bounds: "-0.2,-0.2,0.2,0.2" | ||
hard: false | ||
mask: | ||
- Opaque | ||
- type: StaminaDamageOnCollide | ||
damage: 30 | ||
- type: Projectile | ||
impactEffect: BulletImpactEffectDisabler | ||
damage: | ||
types: | ||
Heat: 5 | ||
soundHit: | ||
collection: MeatLaserImpact | ||
|
||
- type: entity | ||
name: laser spreadshot | ||
id: BulletLaserSpreadPistolCR | ||
parent: BulletEnergyBlasterCR | ||
categories: [ HideSpawnMenu ] | ||
components: | ||
- type: ProjectileSpread | ||
proto: BulletEnergyBlasterCR | ||
count: 3 #60 damage if all hit | ||
spread: 15 | ||
|
||
- type: entity | ||
name: disabler spreadshot | ||
id: BulletDisablerSpreadPistolCR | ||
parent: BulletDisablerBlasterCR | ||
categories: [ HideSpawnMenu ] | ||
components: | ||
- type: ProjectileSpread | ||
proto: BulletDisablerBlasterCR | ||
count: 3 #instant knock if you get all hit | ||
spread: 20 | ||
|
||
- type: entity | ||
id: BulletExplosiveLaserCR | ||
name: Explosive Blaster | ||
parent: BaseBulletTrigger | ||
categories: [ HideSpawnMenu ] | ||
components: | ||
- type: Sprite | ||
sprite: Objects/Weapons/Guns/Projectiles/projectiles_tg.rsi | ||
layers: | ||
- state: heavylaser | ||
shader: unshaded | ||
- type: ExplodeOnTrigger | ||
- type: Explosive | ||
explosionType: DemolitionCharge | ||
maxIntensity: 2 | ||
intensitySlope: 4 | ||
totalIntensity: 2 | ||
maxTileBreak: 0 | ||
- type: PointLight | ||
radius: 2 | ||
color: orange | ||
energy: 0.5 | ||
- type: Projectile | ||
deleteOnCollide: true | ||
onlyCollideWhenShot: true | ||
damage: | ||
types: | ||
Heat : 10 # damage relied on explosion so this is lower than normal | ||
|
||
- type: entity | ||
id: BulletEmpBlasterCR | ||
name: emp blast | ||
parent: BaseBulletTrigger | ||
categories: [ HideSpawnMenu ] | ||
components: | ||
- type: Sprite | ||
sprite: Objects/Weapons/Guns/Projectiles/projectiles_tg.rsi | ||
layers: | ||
- state: omnilaser | ||
shader: unshaded | ||
- type: EmpOnTrigger | ||
range: 0.5 | ||
energyConsumption: 100 | ||
disableDuration: 2 | ||
- type: Ammo | ||
muzzleFlash: null | ||
- type: PointLight | ||
radius: 1.5 | ||
color: blue | ||
energy: 0.5 | ||
- type: Projectile | ||
damage: | ||
types: | ||
Heat : 5 |
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