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added 2 more gun (#149)
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# Description

added CRT-20 Laser Assault Rifle and CRT-21 Laser Railgun.
added special battery for CRT-20 and CRT-21 ammo (and yes it work like
normal battery)
added more laser for em.
both weapon is researchable(arsenal techtree)

this 2 gun is special and it the second and third gun that shoot laser
and having battery swap being possible.
the first one is svalin and i dont count those shuttle turret as gun.
those are cannon.
updated: it is now obtainable thru research with laser assault rifle on
tier 2 and railgun on tier 3
also it is printable thru secfab and if you emag the protolathe you only
get the rifle.
(railgun is hella expensive to make but is so powerfull 2 shot to crit
damn)

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# Changelog

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:cl:
- add: CRT-20 Laser Assault Rifle and CRT-21 Laser Railgun. Obtainable
thru tier 2 and tier 3 arsenal research.
- add: 2 powercell magazine for CRT-20 and CRT-21. Obtainable thru tier
2 and tier 3 arsenal research.
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Erisfiregamer1 authored Jan 23, 2025
2 parents 91d6c2e + 2d7e14c commit df6e454
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Showing 53 changed files with 621 additions and 1 deletion.
6 changes: 6 additions & 0 deletions Resources/Prototypes/Entities/Structures/Machines/lathe.yml
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Expand Up @@ -431,6 +431,8 @@
- WeaponEnergyGunMini # DeltaV - Miniature Energy Gun
- WeaponEnergyGunPistol # DeltaV - PDW-9 Energy Pistol
- WeaponGunLaserCarbineAutomatic # DeltaV - IK-60 Laser Carbine
- WeaponLaserAssaultLaserRifleCR # Arcadis - CRT-20 Laser Assault Rifle
- PowercellRiflemagcr # Arcadis - rifle power cell magazine

- type: entity
id: ProtolatheHyperConvection
Expand Down Expand Up @@ -988,6 +990,10 @@
- ClothingOuterHardsuitCombatAdvanced
- ClothingOuterHardsuitSyndieReverseEngineered
- ClothingOuterHardsuitJuggernautReverseEngineered
- PowercellRiflemagcr # Arcadis - rifle power cell magazine
- PowercellRailgunmagcr # Arcadis - railgun power cell magazine
- WeaponLaserAssaultLaserRifleCR # Arcadis - CRT-20 Laser Assault Rifle
- WeaponRailgunUziRefrenceCR # Arcadis - CRT-21 Laser Railgun
- type: MaterialStorage
whitelist:
tags:
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5 changes: 5 additions & 0 deletions Resources/Prototypes/Research/arsenal.yml
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Expand Up @@ -2,6 +2,7 @@

# STOP. STOP ADDING NEW WEAPONS AS A SINGLE RESEARCH ENTRY. ADD NEW WEAPONS HERE, NOT ON THEIR OWN.
# DO NOT ADD ANOTHER TECH

- type: technology
id: BasicWeapons
name: research-technology-basic-weapons
Expand Down Expand Up @@ -167,6 +168,8 @@
- WeaponXrayCannon
- WeaponLaserCannon
- WeaponGunLaserCarbineAutomatic
- WeaponLaserAssaultLaserRifleCR # Arcadis - CRT-20 Laser Assault Rifle
- PowercellRiflemagcr # Arcadis - ^ ammo for that laser gun
technologyPrerequisites:
- BasicWeapons

Expand Down Expand Up @@ -205,6 +208,8 @@
- GrenadeEMP
- PowerCageHigh
- ShuttleGunDusterCircuitboard
- WeaponRailgunUziRefrenceCR # Arcadis - CRT-21 Laser Railgun
- PowercellRailgunmagcr # Arcadis - ^ ammo for railgun (also the energy sword down here is devious :])
#- EnergySword # TODO: Add a bunch of stupidly exotic energy weapons to act as a reaaaaaally nice incentive for research to consider this.
# Make the energy sword for instance include bananium and bluespace in its recipe. :)
softCapContribution: 1.5
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Expand Up @@ -231,3 +231,80 @@
wideAnimationRotation: 135
- type: DamageOtherOnHit
staminaCost: 5

- type: entity
name: CRT-20 Laser Assault Rifle
parent: [BaseWeaponPowerCell, BaseGunWieldable]
id: WeaponLaserAssaultLaserRifleCR #LCP : Laser connection port
description: A laser assault rifle powered by a special battery, featuring a small laser connection port for seamless integration. Designed to deliver precise, high-powered energy firepower in combat.
components:
- type: ItemSlots
slots:
gun_magazine:
name: Magazine
startingItem: PowercellRiflemagcr
insertSound: /Audio/Weapons/Guns/MagIn/batrifle_magin.ogg
ejectSound: /Audio/Weapons/Guns/MagOut/batrifle_magout.ogg
whitelist:
tags:
- RifleBatteryMag
- type: Sprite
sprite: _Arcadis/Objects/Weapons/Guns/Battery/energy_green_rifle.rsi
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: Item
sprite: _Arcadis/Objects/Weapons/Guns/Battery/energy_green_rifle.rsi
size: Large
- type: Clothing
sprite: _Arcadis/Objects/Weapons/Guns/Battery/energy_green_rifle.rsi
quickEquip: false
slots:
- Back
- suitStorage
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: true

- type: entity
name: CRT-21 Laser Railgun
parent: [BaseWeaponPowerCell, BaseGunWieldable]
id: WeaponRailgunUziRefrenceCR #i have soft spot for rogue ai show. ngl.
description: A laser railgun powered by a special battery, featuring a large laser connection port for seamless integration. This railgun was improved from 1 shot to 3 shot by an IPC named Uzi from R&D.
components:
- type: ItemSlots
slots:
gun_magazine:
name: Magazine
startingItem: PowercellRailgunmagcr
insertSound: /Audio/Weapons/Guns/MagIn/batrifle_magin.ogg
ejectSound: /Audio/Weapons/Guns/MagOut/batrifle_magout.ogg
whitelist:
tags:
- RailgunBatteryMag
- type: GunRequiresWield
- type: Clothing
sprite: _Arcadis/Objects/Weapons/Guns/Battery/energy_green_rifle.rsi
quickEquip: false
slots:
- Back
- suitStorage
- type: Sprite
sprite: _Arcadis/Objects/Weapons/Guns/Battery/energy_green_railgun.rsi
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: Item
sprite: _Arcadis/Objects/Weapons/Guns/Battery/energy_green_railgun.rsi
size: Large
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: true
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@@ -0,0 +1,49 @@
- type: hitscan
id: GreenRailgunLaser
maxLength: 100
damage:
types:
Heat: 50
Structural: 100
muzzleFlash:
sprite: _Arcadis/Objects/Weapons/Guns/Projectiles/cr-projectile.rsi
state: muzzle_beam_heavy2
travelFlash:
sprite: _Arcadis/Objects/Weapons/Guns/Projectiles/cr-projectile.rsi
state: beam_heavy2
impactFlash:
sprite: _Arcadis/Objects/Weapons/Guns/Projectiles/cr-projectile.rsi
state: impact_beam_heavy2


- type: hitscan
id: GreenRifleLaser
damage:
types:
Heat: 15
muzzleFlash:
sprite: _Arcadis/Objects/Weapons/Guns/Projectiles/cr-projectile.rsi
state: muzzle_laser
travelFlash:
sprite: _Arcadis/Objects/Weapons/Guns/Projectiles/cr-projectile.rsi
state: beam
impactFlash:
sprite: _Arcadis/Objects/Weapons/Guns/Projectiles/cr-projectile.rsi
state: impact_laser

- type: hitscan
id: OPGreenRailgunLaser
maxLength: 100
damage:
types:
Heat: 400
Structural: 1000
muzzleFlash:
sprite: _Arcadis/Objects/Weapons/Guns/Projectiles/cr-projectile.rsi
state: muzzle_beam_heavy2
travelFlash:
sprite: _Arcadis/Objects/Weapons/Guns/Projectiles/cr-projectile.rsi
state: beam_heavy2
impactFlash:
sprite: _Arcadis/Objects/Weapons/Guns/Projectiles/cr-projectile.rsi
state: impact_beam_heavy2
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@@ -0,0 +1,18 @@
- type: entity
id: BulletImpactEffectGreen
categories: [ HideSpawnMenu ]
components:
- type: TimedDespawn
lifetime: 0.2
- type: Sprite
drawdepth: Effects
layers:
- shader: unshaded
map: ["enum.EffectLayers.Unshaded"]
sprite: Objects/Weapons/Guns/Projectiles/projectiles_tg.rsi
state: impact_laser_greyscale
color: green
- type: EffectVisuals
- type: Tag
tags:
- HideContextMenu
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Expand Up @@ -151,4 +151,42 @@
- type: Projectile
damage:
types:
Heat : 5
Heat : 5

- type: entity
name: green laser blast
id: BulletEnergyBlasterGREENCR
parent: BaseBullet
categories: [ HideSpawnMenu ]
components:
- type: Reflective
reflective:
- Energy
- type: FlyBySound
sound:
collection: EnergyMiss
params:
volume: 5
- type: Sprite
sprite: _Arcadis/Objects/Weapons/Guns/Projectiles/cr-projectile.rsi
layers:
- state: greenlaser
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: BulletImpactEffectGreen
damage:
types:
Heat: 20
soundHit:
collection: MeatLaserImpact
102 changes: 102 additions & 0 deletions Resources/Prototypes/_Arcadis/Entities/Power/battery.yml
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@@ -0,0 +1,102 @@
- type: entity
name: rifle power cell magazine
description: The power cell has a magazine-like design with separate ports for universal and small laser connection port.
id: PowercellRiflemagcr
parent: BasePowerCell
components:
- type: Sprite
sprite: _Arcadis/Objects/Power/energymags.rsi
layers:
- map: [ "enum.PowerCellVisualLayers.Base" ]
state: mag-rifle
- map: [ "enum.PowerCellVisualLayers.Unshaded" ]
state: o2
shader: unshaded
- type: Battery
maxCharge: 1500
startingCharge: 1500
- type: HitscanBatteryAmmoProvider
proto: GreenRifleLaser
fireCost: 50
- type: SolutionContainerManager
solutions:
battery:
maxVol: 15
- type: Extractable
juiceSolution:
reagents:
- ReagentId: Zinc
Quantity: 15
- type: Tag
tags:
- RifleBatteryMag


- type: entity
name: railgun power cell magazine
description: The power cell has a magazine-like design with separate ports for universal and large laser connection port.
id: PowercellRailgunmagcr
parent: BasePowerCell
components:
- type: Sprite
sprite: _Arcadis/Objects/Power/energymags.rsi
layers:
- map: [ "enum.PowerCellVisualLayers.Base" ]
state: mag-rifle
- map: [ "enum.PowerCellVisualLayers.Unshaded" ]
state: o2
shader: unshaded
- type: Battery
maxCharge: 1500
startingCharge: 1500
- type: HitscanBatteryAmmoProvider
proto: GreenRailgunLaser
fireCost: 500
- type: SolutionContainerManager
solutions:
battery:
maxVol: 15
- type: Extractable
juiceSolution:
reagents:
- ReagentId: Zinc
Quantity: 15
- type: Tag
tags:
- RailgunBatteryMag

- type: entity
name: uzi railgun battery #before you ask yes it is fuckin impossible to obtain this without admeme
description: yea i made this one to be accurate to the show because i can :) -cr #i dont care i like this desc and im not changin it
id: PowercellCANONRailgunmagcr
parent: BasePowerCell
components:
- type: Sprite
sprite: _Arcadis/Objects/Power/energymags.rsi
layers:
- map: [ "enum.PowerCellVisualLayers.Base" ]
state: mag-rifle
- map: [ "enum.PowerCellVisualLayers.Unshaded" ]
state: o2
shader: unshaded
- type: Battery
maxCharge: 1500
startingCharge: 1500
- type: HitscanBatteryAmmoProvider
proto: OPGreenRailgunLaser #stupidly one shot anything 400 heat and 1000 structure to destroy anything.
fireCost: 1500
- type: SolutionContainerManager
solutions:
battery:
maxVol: 15
- type: Extractable
juiceSolution:
reagents:
- ReagentId: Zinc
Quantity: 15
- type: Tag
tags:
- RailgunBatteryMag
- type: BatterySelfRecharger
autoRecharge: true
autoRechargeRate: 5 # 5 minute to recharge this fuckin thing (yea i think it was 5 minute to recharge in the show)
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