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quads + bugfixes
1 parent 9eb847e commit cd5c73a

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Lines changed: 33 additions & 4 deletions

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CustomActivatableEquipment/Readme.txt

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@@ -63,9 +63,10 @@ AI related mod settings
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"Custom":{
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"Category" : [ {"CategoryID" : "Activatable"}, {"CategoryID" : "MASC"}],
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"ActivatableComponent":{
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"SafeActivation": false, - if true component will not begin activation on component toggle. Assumed to be true if component have no influence on pathing and can't fail.
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"ButtonName":"MASC", - string used in activation/deactivation dialog button. Keep as sort as possible.
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"activateVFXOutOfLOSHide":true, - if true active component's VFX will be shown only if unit is visible to player (default false)
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"presistantVFXOutOfLOSHide":true, - if true static component's VFX will be shown only if unit is visible to player (default false)
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"activateVFXOutOfLOSHide":true, - if true active component's VFX will be shown only if unit is visible to player (default false)
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"presistantVFXOutOfLOSHide":true, - if true static component's VFX will be shown only if unit is visible to player (default false)
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"FailFlatChance":0.3, - chance of fail on cold activation.
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"FailRoundsStart":1, - round since fail checks will be perfomed
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"FailChancePerTurn":0.5, - value which added to fail chance every round of activity.
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CustomUnits/CustomUnits.dll

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CustomUnits/Readme.txt

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@@ -6,6 +6,7 @@ this mod allows you next things
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main settings in mod.json
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"DeployManual": true, - allowing manual deploy in random contract.
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"ManualDeployForbidContractTypes": [] - list of contract types names, for listed contract types manual deploy will be forbidden
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"DeployMaxDistanceFromOriginal": 30 - max distance from original deploy position
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"DeployMinDistanceFromEnemy": 300 - min distance form enemy unit
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NOTE: DeployMaxDistanceFromOriginal and DeployMinDistanceFromEnemy working like OR. Eg. your manual deploy position should be near than <DeployMaxDistanceFromOriginal>
@@ -161,6 +162,21 @@ VehicleChassis/Chassis
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"DesignMaskBiomeMartianVacuum":2.0,
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"DesignMaskBiomeLunarVacuum":10.0
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},
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"NoIdleAnimations": false - restrict idle animation for chassis. Can be altered runtime using CUNoMoveAnimation statistic value, boolean
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"NoMoveAnimations": false - restrict move animation for chassis. Can be altered runtime using CUNoRandomIdleAnimations statistic value, boolean
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"ArmsCountedAsLegs": false - setting this flag true will cause next consequences
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1. Side torso crush not lead to attached arm destroy
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2. Mech will not die if both legs destroyed. It will be destroyed on destruction head, center torso or all four limbs
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3. Loosing leg do not remove sprint ability. Mech is not counted as legged until two limbs destroyed.
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4. Arm destruction leads to increase minimum instability even with OnlyPermanentLossFromLegs: true in constants.
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5. Destruction of arm counts as leg destruction in terms of added instability after attack
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6. Destruction one leg not force mech to fall. To fall on limb destruction two limbs should be destroyed.
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"LegDestroyedMovePenalty": -1f - move speed penalty on leg destroy. if < 0 or omitted Constants.MoveConstants.LegDestroyedPenalty used
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"LegDamageRedMovePenalty": -1f - move speed penalty on leg penalized. if < 0 or omitted Constants.MoveConstants.LegDamageRedPenalty used
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"LegDamageYellowMovePenalty": -1f - move speed penalty on leg damages. if < 0 or omitted Constants.MoveConstants.LegDamageYellowPenalty used
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"LegDamageRelativeInstability": -1f - leg damage relative instability. if < 0 or omitted Constants.PilotingConstants.LegDamageRelativeInstability used
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"LegDestroyRelativeInstability": 1f - leg destroy relative instability. if < 0 or omitted 1.0 used
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"MoveCost":"Hover", - move cost per design mask overridence (useless if Unaffected.Pathing is true).
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Can be altered runtime via CUMoveCost actor's statistic value (string)
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"TieToGroundOnDeath":"true", - if true tied to ground on death (useful if prefab positions is altered by sections below)
@@ -240,7 +256,7 @@ VehicleChassis/Chassis
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3. You can include MaterialInfo to your custom part definition. If you do, my code while spawning objects will search through all models in your prefab for materials you point
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and replace their shaders to ones you points (for example i'm providing possibility to replace shader to game's standard one)
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"warrior_top_rotor_0Mat":{ - name of material in your prefab to search
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"shader": "battletechstandartshader", - name of shader
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"shader": "battletechstandartshader", - name of shader object
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"shaderKeyWords":["_DETAIL_OVERLAY","_EMISSION","_METALLICGLOSSMAP","_NORMALMAP"] - list of shader keywords.
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}
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},
@@ -305,7 +321,19 @@ VehicleChassis/Chassis
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]
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}
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},
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]
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"AnimationType": "MechTurret",
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"AnimationData": {
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"TurnAnimator":"base", - name of game object turn animator attached
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"AttachPoints":[
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{"Location":"LeftTorso", - all custom hardpoints with attach type "Turret" in this location will be attached to turret
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"AttachTo":"WeaponAttachL", - name of game object hardpoints will be attached
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"Animator":"WeaponMountL" - name of game object vertical move animator attached
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},
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{"Location":"RightTorso","AttachTo":"WeaponAttachR","Animator":"WeaponMountR"}
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]
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},
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]
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},
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you can control per-biome spawning via vehicle/mech tags

CustomVoices/CustomVoices.dll

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