Space Engineers

Space Engineers

Vanilla+ Framework
Showing 1-10 of 100 entries
< 1  2  3 ... 10 >
Update: Apr 26 @ 4:13am

# Vanilla+ Framework
- Fixed crash which occured rarely when using `VPF_SuppressMissileTrailEffect`.

Update: Apr 16 @ 6:14pm

# Vanilla+ Framework
- Fixed buff where setting GL_Target via the ModAPI would stop the missile if the previous target was null.
- Added bool `VPF_SuppressMissileTrailEffect` to VPFAmmoDefinition
- Suppresses `<MissileTrailEffect>` in Ammos.sbc. Useful for modpacks where Vanilla+ is optional, and you want the vanilla one OR the vanilla+ one to be shown.

Update: Mar 19 @ 11:29am

# Vanilla+ Framework
- Added float `GL_MissileKillOnRangeToTarget` to GuidanceLock_Logic
- Range at which the missile detonates from the target. ~~Useful for staging munitions while keeping lag down~~ Useful for only prox detting on the desired target. Set to zero to disable.
- Should be a positive real number or zero. (units of meters)
- Added bool `RequiresMissileHPAboveZero` to Shrapnel_Logic
- (Missile only) Set to true to require the missile's HP value to be equal to zero (basically the missile did not get shot down by PD).
- Added bool `RequiresMissileHPAtZero` to Shrapnel_Logic
- (Missile only) Set to true to require the missile's HP value to be equal to zero (basically the missile did get shot down by PD).
- Added int `SPL_SpawnDelay` to Shrapnel_Logic
- Delay in ticks to spawn the shrapnel. Set to zero to spawn instantly. Shrapnel will spawn at the point it would normally spawn regardless of any percieved inherited velocity. Set to zero to disable.
- Added int `SPL_SpawnDelayVariance` to Shrapnel_Logic
- Randomized addition to SPL_SpawnDelay. Set to zero for no variance. Shrapnel will spawn at the point it would normally spawn regardless of any perceived inherited velocity. Set to zero to disable.
- Added int `SPL_MaxShrapnelRecursion` to Shrapnel_Logic
- Sets the maximum amount of shrapnel layers for beams only; only has an effect when beams spawning more beam shrapnel are used. Can be used to limit recursive beams for a line of explosions and such. Set to zero to disable.
- Added bool `BWT_IgnoreCollisions` to BeamWeaponType_Logic
- When set to true, causes the beam to completely ignore collisions
- Added randomization options to FX definitions
- Added float `Pos1RandomOffset` to SimpleObjectDefinition (all FX definitions)
- Added float `Pos2RandomOffset` to LineDefinition
- Allows to randomly offset Pos1/Pos2 around the initial point by the amount defined in the two above. Randomization is spherical.
- Added float `RadiusRandomOffset` to SphereDefinition
- Allows the radius of the sphere to be randomized from `Radius-RadiusRandomOffset` to `Radius+RadiusRandomOffset`
- Added MyStringId `LineMaterial` to SphereDefinition
- Texture of the sphere's lines
- Added string `EndOfLifeFXsubtypeName` to VPFAmmoDefinition
- Name of the Subtype of the FX subtype defined in VPF FX Definitions to be used when the missile dies. Set to null to disable.
- Added new functionality between `MaximumLifeTime` and beam weapons
- IF `MaximumLifeTime` > 0 and the missile's initial speed is less than c (299,792,458m/s), then the max trajectory of the beam becomes the missile's initial speed * `MaximumLifeTime`
- Useful to make beam turrets w/ shrapnel layers aim to the maximum distance of said shrapnel layers.
- Added int `NumberOfTimesToRepeat` to SimpleObjectDefinition
- Amount of times to repeat spawning this FX, useful when random offsets are used.
- Fixed issue where guided beams did all their end of life stuff like spawning explosions, shrapnel, etc at every one of their rotation points instead of at just their end.
- Fixed beams not using `PD_MissileDamageRadiusOnDeath` for missile damage calculations.
- Fixed beam direct impacts killing missiles regardless of AMM damage.
- Made beams using firing block color more clear that only missiles can have this feature in documentation.
- Definitions now overwrite their predecessors, if any.
- Fixed https://discord.com/channels/1152039474855944243/1331716930154922025/1331716930154922025
- Fixed guided missiles not guiding if there was a passenger on board.

Update: Jan 24 @ 2:20pm

Fixed Guidance Logic messing with initial velocity direction on moving ships, causing misses due to no velocity inheritance.

Update: Dec 29, 2024 @ 12:34am

Fixed guided beams not changing directions when the angle change is small enough. (thanks keen math library for doing this)
Fixed countermeasures seducing missiles not appearing properly on dedicated servers.

realised this thing exists, will use from now on

Update: Oct 29, 2024 @ 2:50pm

Update: Sep 16, 2024 @ 12:35am

Update: Sep 9, 2024 @ 8:54pm

Update: Sep 3, 2024 @ 5:55pm

Update: Aug 26, 2024 @ 10:22pm