NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

M1 Shields
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Update: 16 Jan, 2024 @ 4:58am

-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).

Update: 19 Apr, 2023 @ 2:00am

Update: 26 Feb, 2023 @ 11:44pm

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.

Update: 27 Dec, 2022 @ 1:06am

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.

Update: 11 Sep, 2022 @ 12:05am

Update: 6 Sep, 2022 @ 11:08pm

Update: 27 Aug, 2022 @ 3:11am

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

Update: 27 Aug, 2022 @ 2:04am

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.

Update: 2 Jun, 2022 @ 9:45pm

fixed thumbnail...

Update: 2 Jun, 2022 @ 9:31pm

-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.