Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Second enum if interested:
https://github.com/KeenSoftwareHouse/SpaceEngineers/blob/master/Sources/Sandbox.Common/ObjectBuilders/Definitions/MyObjectBuilder_AmmoDefinition.cs
However, after looking at your lagless drill code I think I may have found what I need... if MyEntities includes projectiles, and if I can find their parent weapon. Not sure projectiles have a child-parent relationship with the weapon that fired them.
m_drillBase = new MyDrillBase(this,
MyDrillConstants.DRILL_SHIP_DUST_EFFECT,
MyDrillConstants.DRILL_SHIP_DUST_STONES_EFFECT,
MyDrillConstants.DRILL_SHIP_SPARKS_EFFECT,
new MyDrillSensorSphere(def.SensorRadius, def.SensorOffset),
new MyDrillCutOut(def.SensorOffset , def.SensorRadius),
HEAD_SLOWDOWN_TIME_IN_SECONDS,
floatingObjectSpawnOffset: -0.4f,
floatingObjectSpawnRadius: 0.4f,
sounds: m_sounds,
inventoryCollectionRatio: 0.7f
);
I've been staring at the same code for hours now trying to figure out how to modify the implementation in a way that allows for dynamically changing SensorRadius and SensorOffset to add a new drill upgrade type (and possibly integrate lagless drills w/ other mods without sweeping changes in other mods). Still not having any luck with figuring out how to access/override it without modifying the base class (as a steam compatible mod).
Honestly might have better luck putting in a pull request to keen's github to expose the drill definition to the mod api. But your code, your call.