It’s surprisingly easy to add new weapons. Does anyone understand how to change the color? I changed the color config to a purple, but it stayed red. Also, what is classname for?
Sorry for the double-post, but I have a question unrelated to my first post.
Does the shield-penetration of 100 make it actually IGNORE shields, or just always deal damage to shields with a reflectivity of less than 100?
I’m still not too sure how these values work, but I don’t think it’s a percentile modifier, I think it’s just compared to shield / armour reflectivity, and if it’s less, they do nothing. If it’s more, it doesn’t matter how much more, and the weapons do their stated damage to the shield/armour.
Some sort of graduated response might be good… if it’s less, no damage. If it’s more, but not as much as twice the reflectivity, they do damage scaled from 0% to 100%, based on how close they are to twice the reflectivity, and if their penetration is over twice the reflectivity, 100% damage.
Color is actually redundant, and is a leftover from an earlier graphical system. The texture is where its all at.
Some other tips:
Shield penetration is entirely a matter of beating shield resistance, so higher numbers are good, and just mean you wont bounce off
firedelay is the milliseconds it takes for a beam weapon to ‘stretch’ towards its target, you can see it clearly a minimum speed. 0 turns this off
classname should always be left alone. it determines whether this module acts as a beam or bullet firing weapon in internal code terms.
blast texture is the extra image that shows up as a blast image over the turret as it fires.
beamwidth is the beams thickness
has_grain determines whether or not the beam has a granular flowing particle style effect layered on top of it.
grain is the texture used for that
I’m surprised I didn’t expose the pulse speed and intensity for the beam effect, I’ll do that at some stage.