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Felsmak

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<systemBlueprint name="weapons">
<type>weapons</type>
<title>Weapon Control</title>
<desc>Powers all of the ship's weapons. Upgrading lets you power more weapons.</desc>
<startPower>4</startPower>
<rarity>1</rarity>
<maxPower>12</maxPower>
<upgradeCost>
<level>60</level> <!-- level 2 -->
<level>25</level> <!-- level 3 -->
<level>35</level> <!-- level 4 -->
<level>50</level> <!-- level 5 -->
<level>75</level> <!-- level 6 -->
<level>90</level> <!-- level 7 -->
<level>100</level> <!-- level 8 -->
<level>110</level> <!-- level 9 -->
<level>120</level> <!-- level 10 -->
<level>130</level> <!-- level 11 -->
<level>140</level> <!-- level 12 -->
<level>150</level> <!-- Imaginary level 13 -->
</upgradeCost>
<cost>20</cost>
</systemBlueprint>

That's how you increase your total weapon power from 8 to 12 in FTL.

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@PART[liquidEngine3]:AFTER[HotRockets] //LV-909
{
@EFFECTS
{
@engage
{
@AUDIO
{
@clip = CSS/Sounds/sound_sps
}
}
}
}
@PART[ionEngine]:AFTER[HotRockets] //PB-ION
{
@EFFECTS
{
@powerflame
{
AUDIO
{
channel = Ship
clip = KAS/Sounds/magnet
volume = 0.0 0.0
volume = 0.001 0.5
volume = 1.0 10.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
}
}
@PART[solidBooster]:AFTER[HotRockets] //RT-10 Solid Fuel Booster
{
@EFFECTS
{
@powerflame
{
@AUDIO
{
@clip = CSS/Sounds/sound_srbloop
}
}
}
@PART[solidBooster1-1]:AFTER[HotRockets] //Rockomax BACC
{
@EFFECTS
{
@powerflame
{
@AUDIO
{
@clip = CSS/Sounds/sound_srbloop
}
}
@engage
{
@AUDIO
{
@clip = CSS/Sounds/sound_ssrblight
}
}
}
}
@PART[MassiveBooster]:AFTER[HotRockets] //NASASRB
{
@EFFECTS
{
@engage
{
AUDIO
{
@clip = CSS/Sounds/sound_holysrbstart
}
}
}
}
@PART[sepMotor1]:AFTER[HotRockets] //Sepratron
{
!fx_exhaustFlame_yellow_tiny
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamebooster2
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.25
emission = 1.0 1.25
speed = 0.0 1.98
speed = 1.0 1.12
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
}
powersmoke
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokebooster
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.08 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.4 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
engage
{
AUDIO
{
channel = Ship
clip = CSS/Sounds/sound_sepmotor
volume = 2.5
pitch = 1.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 0.1
pitch = 2.0
loop = false
}
}
}
@MODULE[ModuleEngines*]
{
@name = ModuleEnginesFX
//engineID = rocketengine
%runningEffectName = powersmoke
%powerEffectName = powerflame
!fxOffset = del

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}
@PART[KP0110LES]:AFTER[HotRockets] //KP0110 LES
{
@EFFECTS
{
@engage
{
@AUDIO
{
@clip = CSS/Sounds/sound_sepmotor
@pitch = 1.0
}
}
}
}
@PART[LaunchEscapeSystem]:AFTER[HotRockets] //KP0110 LES
{
@EFFECTS
{
@engage
{
@AUDIO
{
@clip = CSS/Sounds/sound_sepmotor
!pitch = 1.0
!pitch = 1.0
pitch = 1.0
}
}
}
}

Some MM patch I was working on

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Was playing World of Warships and someone asked what superfiring was. This was the result from Wikipedia:

The idea of superfire is to locate two turrets in a line, one behind the other, but with the second turret located above (super) the one in front so that the second turret could fire over the first. This configuration meant that both forward or aft turrets could fire at any target within their sector, even when the target was in the same vertical plane as the turrets.

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░░░░░░███████ ]▄▄▄▄▄▄▄▄ ....................Bob is building an army.

▂▄▅█████████▅▄▃▂ ......................☻/ This tank & Bob are against Google+

███████████████████........../ ▌ Copy and Paste this all over

◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤......................./ \ Youtube if you are with us

No Comment...

Actually I haven't used this computer in over a year....

Edited by Admiral-Helwyr
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Outside Ryosuke's Refrigerators, you must drift a sauce-making craft, capable of vacuuming its crew out into space, while eating them. At your disposal is a collection of meatballs, which must be glomped to create a functional dysfuction. Each fish has its own potato and will affect the way a cow flies (or doesn't). So spank yourself viciously, and get ready to try some Troll Science!

The ​life has different book modes, you can play the Potato Mode if you want to explode and manage your own Snack Bar,taking on lessons and researching new snacks. Or you can play Sandbox saxophone if you're only interested in midwifery and worshipping the Grox universe without ​airbrakes. There is even a mid point between these two, RAGE mode.

Yeah, for that forum game.

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