NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

M1 Shields
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Opdatering: 16. jan. 2024 kl. 4:58

-Fixed a bug where non-recharging shields at 0 health wouldn't allow ship to take damage.
-Fixed a bug where adding a VFX graph that was attached to the shieldComponent would spam NullReferenceExceptions (thanks to ShadowLotus).

Opdatering: 19. apr. 2023 kl. 2:00

Opdatering: 26. feb. 2023 kl. 23:44

Updated for the OSP Faction update.

v2.0:

-Plasma weapons (or any weapon that implements ArmorOnlyDamager) can deal higher damage to the shield through the new Armor Only Multiplier stat.
-M1 Shield Generator takes 5x damage from ArmorOnlyDamagers.

Opdatering: 27. dec. 2022 kl. 1:06

1.3.0. Updated .dll to match the base game. Mod should be working again.

Sorry for the long delay! It should be working again; please let me know on the Discord if it is not.

Opdatering: 11. sep. 2022 kl. 0:05

Opdatering: 6. sep. 2022 kl. 23:08

Opdatering: 27. aug. 2022 kl. 3:11

I can never get it right on the first try. Quick hotfix

Opdatering: 27. aug. 2022 kl. 2:04

v. 1.2.0

-Modified the particle effect of the M1 Shield Generator
-Now if you stack multiple shield gens, the one with the highest remaining capacity will be hit.
-Added option to make your VFX not angle like a ricochet (uncheck the new option on ShieldComponent). You can also set a distance for how far from the ship the effect should occur. [This is untested, please report results to @M1 Abrams if you use it]
-If you add a float parameter called BurstPercent to your VFX Graph, you can use the current shield percentage (BurstPercent is backwards; 0 is full shields and 1 is depleted) to modify your particles.

Opdatering: 2. juni 2022 kl. 21:45

fixed thumbnail...

Opdatering: 2. juni 2022 kl. 21:31

-Changed the M1 Shield Generator from module to a surface mount (size C4) so that you can see the capacity bar.

-Changed func_TakeDamage and func_GetRecharge to static dictionaries so that you can easily load your function from the mod loader.