Add Pulse Weapons

This commit is contained in:
D4rkl1ght3r
2025-12-27 12:15:57 +01:00
parent 7adba63d9f
commit 2babb99831
10 changed files with 779 additions and 13 deletions

View File

@@ -21055,6 +21055,147 @@ turn_rate = 90
lootable = true
LODranges = 0, 999999
; ECLIPSE
[Munition]
nickname = special_gun20_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 875
energy_damage = 175
one_shot_sound = fire_tachyon5
munition_hit_effect = eclipse_impact
const_effect = eclipse_proj
lifetime = 0.8
force_gun_ori = false
mass = 1
volume = 0.0001
[Gun]
nickname = special_gun20
ids_name = 299018
ids_info = 299019
DA_archetype = equipment\models\weapons\co_proton_cooker.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 195.8
refire_delay = 0.330000
muzzle_velocity = 750
toughness = 17.600000
flash_particle_name = eclipse_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = special_gun20_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 40, 80, 150
; NIGHTFALL
[Munition]
nickname = special_gun21_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 925
energy_damage = 135
one_shot_sound = fire_tachyon5
munition_hit_effect = nightfall_impact
const_effect = nightfall_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.0001
[Gun]
nickname = special_gun21
ids_name = 299020
ids_info = 299021
DA_archetype = equipment\models\weapons\co_proton_cooker.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 190.8
refire_delay = 0.330000
muzzle_velocity = 700
toughness = 17.600000
flash_particle_name = nightfall_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = special_gun21_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 40, 80, 150
; NIGHTFALL
[Munition]
nickname = special_gun22_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 925
energy_damage = 132
one_shot_sound = fire_tachyon5
munition_hit_effect = spectre_impact
const_effect = spectre_proj
lifetime = 1.166
force_gun_ori = false
mass = 1
volume = 0.0001
[Gun]
nickname = special_gun22
ids_name = 299020
ids_info = 299021
DA_archetype = equipment\models\weapons\co_proton_cooker.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 185.8
refire_delay = 0.330000
muzzle_velocity = 600
toughness = 17.600000
flash_particle_name = spectre_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = special_gun22_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 40, 80, 150
; Scythe Mk I
[Munition]
@@ -21153,6 +21294,251 @@ turn_rate = 90
lootable = true
LODranges = 0, 999999
; Pulse Laser Purple
[Munition]
nickname = rem_gun01_mark05_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 120.5
energy_damage = 175
weapon_type = W_Pulse01
one_shot_sound = fire_photon5
;munition_hit_effect = ci_photon_04_impact
const_effect = no_pulse_proj
lifetime = 0.8
force_gun_ori = false
mass = 1
volume = 0.0001
[Gun]
nickname = rem_gun01_mark05
ids_name = 299054
ids_info = 299055
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_9
damage_per_fire = 0
power_usage = 61.12
refire_delay = 0.17
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 19.6
flash_particle_name = no_pulse_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rem_gun01_mark05_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 999999
; Pulse Laser Red
[Munition]
nickname = rem_gun02_mark05_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 120.5
energy_damage = 175
weapon_type = W_Pulse01
one_shot_sound = fire_photon5
;munition_hit_effect = ci_photon_04_impact
const_effect = br_pulse_proj
lifetime = 0.8
force_gun_ori = false
mass = 1
volume = 0.0001
[Gun]
nickname = rem_gun02_mark05
ids_name = 299056
ids_info = 299057
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_9
damage_per_fire = 0
power_usage = 61.12
refire_delay = 0.17
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 19.6
flash_particle_name = br_pulse_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rem_gun02_mark05_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 999999
; Pulse Laser Yellow
[Munition]
nickname = rem_gun03_mark05_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 120.5
energy_damage = 175
weapon_type = W_Pulse01
one_shot_sound = fire_photon5
;munition_hit_effect = ci_photon_04_impact
const_effect = ku_pulse_proj
lifetime = 0.8
force_gun_ori = false
mass = 1
volume = 0.0001
[Gun]
nickname = rem_gun03_mark05
ids_name = 299058
ids_info = 299059
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_9
damage_per_fire = 0
power_usage = 61.12
refire_delay = 0.17
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 19.6
flash_particle_name = ku_pulse_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rem_gun03_mark05_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 999999
; Pulse Laser Blue
[Munition]
nickname = rem_gun04_mark05_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 120.5
energy_damage = 175
weapon_type = W_Pulse01
one_shot_sound = fire_photon5
;munition_hit_effect = ci_photon_04_impact
const_effect = li_pulse_proj
lifetime = 0.8
force_gun_ori = false
mass = 1
volume = 0.0001
[Gun]
nickname = rem_gun04_mark05
ids_name = 299060
ids_info = 299061
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_9
damage_per_fire = 0
power_usage = 61.12
refire_delay = 0.17
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 19.6
flash_particle_name = li_pulse_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rem_gun04_mark05_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 999999
; Pulse Laser Green
[Munition]
nickname = rem_gun05_mark05_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 120.5
energy_damage = 175
weapon_type = W_Pulse01
one_shot_sound = fire_photon5
;munition_hit_effect = ci_photon_04_impact
const_effect = rh_pulse_proj
lifetime = 0.8
force_gun_ori = false
mass = 1
volume = 0.0001
[Gun]
nickname = rem_gun05_mark05
ids_name = 299062
ids_info = 299063
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_9
damage_per_fire = 0
power_usage = 61.12
refire_delay = 0.17
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 19.6
flash_particle_name = rh_pulse_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rem_gun05_mark05_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 999999
[Munition]
nickname = small_station_turret_ammo
hp_type = hp_gun