MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Infantry_No_Color
Showing 1-6 of 6 entries
Update: 26 Mar, 2023 @ 10:48am

These are the changes made by the mod version 1.3

------------------------
1.3 Version - Changes
Increased and added randomness to the appearance of muzzle flash for infantry weapons.
Increased tracer size for rockets.
Adjusted tracer speed.

1.2 Version - Changes
Realized infatry weapons are all hitscan so I increased their tracer speed to better reflect this. Note: Changing their weapon velocities on the particles or InfantryAttackComponent does not change this.

------------------------
1.1 Version - Changes
Improved ragdoll physics even more.
Added a subtle blood, water, and smoke effect when receiving ballistics or crushing damage.
Added shadows to their bodies and improved chances of them appearing on death.
Added scream and squash sounds on all deaths, very faint though.

------------------------
Gunner_Burning_Flailing_MTI
1. General
a) Changed Parent from Infantry_Flailing_MTL to Infantry_Master_MTL

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InfantryType_MG_48px
1. Image
a) Max Alpha from 1 to 0

------------------------
InfantryType_SRM_48px
1. Image
a) Max Alpha from 1 to 0

------------------------
InfantryOutline_PP_MTI
1. Variables
a) AllyStencilValue from 2.0 to disabled
b) outline_opacity from 0.5 to disabled
c) width from 2.0 to disabled
d) AllOutlineColour from cyan to transparent
e) EnemyOutlineColour from red to transparent

------------------------
Infantry_Master_MTL
1. Material
a) Texture Sample - BaseColourAdd
changed from green to gray
b) Removed connection between
IsLasered(top) to Emissive Color in Infantry_Master_MTL node

------------------------
InfantryDead_PCL
1. Emitters - dudes
a) Init Mesh Rotation
X Min/Max 0.0
Y Min/Max -0.20
Z Min/Max 0.0
b) Init Mesh Rotation Rate
X Min/Max 0.0
Y Min/Max 0.2 to 0.5
Z Min/Max -0.3 to 0.3
c) Initial velocity
Constant Z 0 to 500
d) Acceleration (added)
Z Min/Max 1000
e) Const Acceleration
Z from -1000 to -2000
f) Actor Collision
Delay Amount Constant from 0 to 0.15
g) Required
Emitter Origin X from 0 to -110
Emitter Origin Z from 0 to -130
.
2. Emitters - Smoke
a) Added Smoke Emitter from AC10_Impact_Default_PCL
b) Set lifetime from Min/Max 1.5/2 to 1.3/1.3
c) Set Initial Size from X Min/Max 400/500 to 90/110
d) Disabled Sphere from Emitter
.
3. Emitters - splash_drops
a) Added splash_drops emitter
b) Required - initial location from X 0 to -20 and Y 0 to -40
c) Lifetime - Min/Max 1/1.5 to 1.3/1.3

------------------------
Infantry_Dead
1. Details
Cast shadow from disabled to enabled

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InfantryLivingComponent
1. Eventgraph
a) FinalDeath - Force spawn body instead of gibs
b) DamageReceived - Added Squash and Scream audio

------------------------
Infantry_Gunner_Weapon_PCL
1. Emitters
a) Tracer rdm
Initial Velocity X from 70000.0 to 120000.0
Initial Velocity Z from 0 to -32500.0
Required - Emitter Origin Z 0 to -3.5
Lifetime from 1.0 to 0.5
Initial Size:
Y/Z from 0.1 to 0.07
b) MuzzleFlash
Init Mesh Rotation
Y 0 to -0.05
Initial Size:
X/Y/Z Max from 0.1/0.1/0.1 to 0.2/0.2/0.2
c) MuzzleFlash 2:00 6:00 8:00
Initial Size+:
X/Y/Z from 0.05/0.05/0.05 to 0.1/0.1/0.1

------------------------
Infantry_SRMWeapon_PCL
1. Emitters
a) Mesh
Initial Velocity X from 6500.0 to 120000.0
Initial Velocity Z from 0 to -32500.0
Init Mesh Rotation:
Distribution to Vector Constant
Constant Y 0 to -0.05
Initial Location:
Z 0 to -20
Lifetime:
1 to 0.5
b) Meshtail_Low
Init Mesh Rotation
Distribution to Vector Constant
Constant Y 0 to -0.05
Lifetime:
1 to 0.5
Required:
Emitter Duration from 20.0 to 0.5
Initial Size:
X from 1.0 to 3.0
c) MuzzleFlash
Init Mesh Rotation
Y 0 to -0.05
Lifetime:
Min 0.1 to 0.3
Initial Size:
X/Y/Z Max from 0.5/1.0/1.0 to 1.0/2.0/2.0
d) Particle Emitter (2nd one)
Lifetime:
1 to 0.5

------------------------
Great Instant Action scenario for testing these changes
MDg1NTczMDIwMDEyMjUyMDEw

Update: 26 Mar, 2023 @ 10:33am

Update: 23 Mar, 2023 @ 2:05pm

These are the changes made by the mod version 1.2

------------------------
1.2 Version - Changes
Realized infantry weapons are all hit scan so I increased their tracer speed to better reflect this. Note: Changing their weapon velocities on the particles or InfantryAttackComponent does not change this.

------------------------
1.1 Version - Changes
Improved ragdoll physics even more.
Added a subtle blood, water, and smoke effect when receiving ballistics or crushing damage.
Added shadows to their bodies and improved chances of them appearing on death.
Added scream and squash sounds on all deaths, very faint though.

------------------------
Gunner_Burning_Flailing_MTI
1. General
a) Changed Parent from Infantry_Flailing_MTL to Infantry_Master_MTL

------------------------
InfantryType_MG_48px
1. Image
a) Max Alpha from 1 to 0

------------------------
InfantryType_SRM_48px
1. Image
a) Max Alpha from 1 to 0

------------------------
InfantryOutline_PP_MTI
1. Variables
a) AllyStencilValue from 2.0 to disabled
b) outline_opacity from 0.5 to disabled
c) width from 2.0 to disabled
d) AllOutlineColour from cyan to transparent
e) EnemyOutlineColour from red to transparent

------------------------
Infantry_Master_MTL
1. Material
a) Texture Sample - BaseColourAdd
changed from green to gray
b) Removed connection between
IsLasered(top) to Emissive Color in Infantry_Master_MTL node

------------------------
InfantryDead_PCL
1. Emitters - dudes
a) Init Mesh Rotation
X Min/Max 0.0
Y Min/Max -0.20
Z Min/Max 0.0
b) Init Mesh Rotation Rate
X Min/Max 0.0
Y Min/Max 0.2 to 0.5
Z Min/Max -0.3 to 0.3
c) Initial velocity
Constant Z 0 to 500
d) Acceleration (added)
Z Min/Max 1000
e) Const Acceleration
Z from -1000 to -2000
f) Actor Collision
Delay Amount Constant from 0 to 0.15
g) Required
Emitter Origin X from 0 to -110
Emitter Origin Z from 0 to -130
.
2. Emitters - Smoke
a) Added Smoke Emitter from AC10_Impact_Default_PCL
b) Set lifetime from Min/Max 1.5/2 to 1.3/1.3
c) Set Initial Size from X Min/Max 400/500 to 90/110
d) Disabled Sphere from Emitter
.
3. Emitters - splash_drops
a) Added splash_drops emitter
b) Required - initial location from X 0 to -20 and Y 0 to -40
c) Lifetime - Min/Max 1/1.5 to 1.3/1.3

------------------------
Infantry_Dead
1. Details
Cast shadow from disabled to enabled

------------------------
InfantryLivingComponent
1. Eventgraph
a) FinalDeath - Force spawn body instead of gibs
b) DamageReceived - Added Squash and Scream audio

------------------------
Infantry_Gunner_Weapon_PCL
1. Emitters
a) Tracer rdm
Initial Velocity X from 70000.0 to 138600.0
Initial Velocity Z from 0 to -37600.0
Required - Emitter Origin Z 0 to -3.5
Lifetime from 1.0 to 0.5
b) MuzzleFlash
Init Mesh Rotation
Y 0 to -0.05

------------------------
Infantry_SRMWeapon_PCL
1. Emitters
a) Mesh
Initial Velocity X from 6500.0 to 138600.0
Initial Velocity Z from 0 to -37600.0
Init Mesh Rotation:
Distribution to Vector Constant
Constant Y 0 to -0.05
Initial Location:
Z 0 to -20
Lifetime:
1 to 0.5
b) Meshtail_Low
Init Mesh Rotation
Distribution to Vector Constant
Constant Y 0 to -0.05
Lifetime:
1 to 0.5
Required:
Emitter Duration from 20.0 to 0.5
Initial Size:
X from 1.0 to 10.0
c) MuzzleFlash
Init Mesh Rotation
Y 0 to -0.05
Lifetime:
Min 0.1 to 0.3
d) Particle Emitter (2nd one)
Lifetime:
1 to 0.5

------------------------
Great Instant Action scenario for testing these changes
MDg1NTczMDIwMDEyMjUyMDEw

Update: 13 Mar, 2023 @ 2:57pm

These are the changes made by the mod version 1.1

------------------------
1.1 Version - Changes
Improved ragdoll physics even more.
Added a subtle blood, water, and smoke effect when receiving ballistics or crushing damage.
Added shadows to their bodies and improved chances of them appearing on death.
Added scream and squash sounds on all deaths, very faint though.

------------------------
Gunner_Burning_Flailing_MTI
1. General
a) Changed Parent from Infantry_Flailing_MTL to Infantry_Master_MTL

------------------------
InfantryType_MG_48px
1. Image
a) Max Alpha from 1 to 0

------------------------
InfantryType_SRM_48px
1. Image
a) Max Alpha from 1 to 0

------------------------
InfantryOutline_PP_MTI
1. Variables
a) AllyStencilValue from 2.0 to disabled
b) outline_opacity from 0.5 to disabled
c) width from 2.0 to disabled
d) AllOutlineColour from cyan to transparent
e) EnemyOutlineColour from red to transparent

------------------------
Infantry_Master_MTL
1. Material
a) Texture Sample - BaseColourAdd
changed from green to gray
b) Removed connection between
IsLasered(top) to Emissive Color in Infantry_Master_MTL node

------------------------
InfantryDead_PCL
1. Emitters - dudes
a) Init Mesh Rotation
X Min/Max 0.0
Y Min/Max -0.20
Z Min/Max 0.0
b) Init Mesh Rotation Rate
X Min/Max 0.0
Y Min/Max 0.2 to 0.5
Z Min/Max -0.3 to 0.3
c) Initial velocity
Constant Z 0 to 500
d) Acceleration (added)
Z Min/Max 1000
e) Const Acceleration
Z from -1000 to -2000
f) Actor Collision
Delay Amount Constant from 0 to 0.15
g) Required
Emitter Origin X from 0 to -110
Emitter Origin Z from 0 to -130
.
2. Emitters - Smoke
a) Added Smoke Emitter from AC10_Impact_Default_PCL
b) Set lifetime from Min/Max 1.5/2 to 1.3/1.3
c) Set Initial Size from X Min/Max 400/500 to 90/110
d) Disabled Sphere from Emitter
.
3. Emitters - splash_drops
a) Added splash_drops emitter
b) Required - initial location from X 0 to -20 and Y 0 to -40
c) Lifetime - Min/Max 1/1.5 to 1.3/1.3

------------------------
Infantry_Dead
1. Details
Cast shadow from disabled to enabled

------------------------
InfantryLivingComponent
1. Eventgraph
a) FinalDeath - Force spawn body instead of gibs
b) DamageReceived - Added Squash and Scream audio

------------------------
Infantry_Gunner_Weapon_PCL
1. Emitters
a) Tracer rdm
Initial Velocity Z from 0 to -20000.0
Required - Emitter Origin Z 0 to -3.5
b) MuzzleFlash
Init Mesh Rotation
Y 0 to -0.05

------------------------
Infantry_SRMWeapon_PCL
1. Emitters
a) Mesh
Initial Velocity Z from 0 to -2000
Init Mesh Rotation:
Distribution to Vector Constant
Constant Y 0 to -0.05
Initial Location:
Z 0 to -20
Lifetime:
1 to 4
b) Meshtail_Low
Init Mesh Rotation
Distribution to Vector Constant
Constant Y 0 to -0.05
c) MuzzleFlash
Init Mesh Rotation
Y 0 to -0.05
Lifetime:
Min 0.1 to 0.3
d) Particle Emitter (2nd one)
Lifetime:
1 to 4

Update: 13 Mar, 2023 @ 2:29pm

Update: 24 Feb, 2023 @ 12:58pm

These are the changes made by the mod version 1.0

------------------------
Gunner_Burning_Flailing_MTI
1. General
a) Changed Parent from Infantry_Flailing_MTL to Infantry_Master_MTL

------------------------
InfantryType_MG_48px
1. Image
a) Max Alpha from 1 to 0

------------------------
InfantryType_SRM_48px
1. Image
a) Max Alpha from 1 to 0

------------------------
InfantryOutline_PP_MTI
1. Variables
a) AllyStencilValue from 2.0 to disabled
b) outline_opacity from 0.5 to disabled
c) width from 2.0 to disabled
d) AllOutlineColour from cyan to transparent
e) EnemyOutlineColour from red to transparent

------------------------
Infantry_Master_MTL
1. Material
a) Texture Sample - BaseColourAdd
changed from green to gray
b) Removed connection between
IsLasered(top) to Emissive Color in Infantry_Master_MTL node

------------------------
InfantryDead_PCL
1. Emitters
a) Init Mesh Rotation
X Min/Max 0.0
Y Min/Max -0.16 to -0.15
Z Min/Max 0.0
b) Init Mesh Rotation Rate
X Min/Max 0.0
Y Min/Max 0.2 to 0.5
Z Min/Max -0.3 to 0.3
c) Initial velocity
Constant Z 0 to 500
d) Acceleration (added)
Z Min/Max 1000
e) Const Acceleration
Z from -1000 to -2000
f) Actor Collision
Delay Amount Constant from 0 to 0.15
g) Emitter Origin Z from 0 to -65