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Home run bat #823
Home run bat #823
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it's metal, knocks you back, and is the only thing secoffs fear
mfw rename the locale and don't change it
35 blunt, 15 structural, not 40 and 25
RSI Diff Bot; head commit 1df36be merging into 6d701a7 Resources/Textures/DeltaV/Objects/Weapons/Melee/home_run_bat.rsi
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goofy as fuck i love it |
- type: MeleeThrowOnHit | ||
Speed: 30 # Triple the speed of a gorilla gauntlet, not always a good thing! | ||
Lifetime: 5 | ||
unanchorOnHit: true |
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will this unanchor nukes or 500 glimmer probers
also yaml typos:
Speed -> speed
Lifetime -> lifetime,
Enabled just remove it since its true by default
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It uses the same properties as the regular gorilla glove, but lemme test
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will this unanchor nukes or 500 glimmer probers
⚠️ also yaml typos:
Speed -> speed
Lifetime -> lifetime,
Enabled just remove it since its true by default
Congratulations, you just discovered a bug with the gorilla gauntlet. The gauntlet can unanchor glimmer probers at 500, which means the bat can too.
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prober should prevent unanchor via canceling an event or something on top of the shock thing when using wrench
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prober should prevent unanchor via canceling an event or something on top of the shock thing when using wrench
I mean I can try to code it to where if glimmer is over 500 it physically cannot be unanchored
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Yeah, I know. But this event isn't getting triggered at all.
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Ah, the event is getting raised on the owner of the MeleeThrowOnHit component, not the thing being hit. Guess I'll just add a new event
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or just add another field (if the weapon isnt stored already it might be) for flexibility and raise it on the thing being hit as well, less logic to maintain
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Oh yeah, guess that works too
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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I'm still unsure about this, it might be abused heavily. But I'll leave it up to the judgement of the other maintainers
Signed-off-by: VMSolidus <[email protected]>
I think I would prefer it if this bat wasn't 2.5x as powerful as a wielded baseball bat, even when unwielded. Maybe a little bit stronger would be fine, but not to the point that you could very easily crack open the vault with it. I would like this a bit more of it was something you'd buy for its utility, rather than being arguably one of the best melee weapons in the game. Having knockback on a swing is a very cool utility for sure. If I ever revisited this later, I actually would want to reflavor it as a "Gorlex Breacher Fist", a power fist sort of weapon that shares its color scheme and design queues with a bloodred hardsuit. |
Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Melee/bat_home_run.yml
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less damage, buy it for utility, it launches people far Signed-off-by: Firewatch <[email protected]>
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have to fix test too, merging master either now or after upstream pull should do it for the uplink categories
categories: | ||
- UplinkWeapons | ||
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#- type: listing |
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sus
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- type: entity | ||
name: home run bat | ||
parent: BaseItem |
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why cant this parent bat and remove like 75% of components
@musicmanvr are you still working on this |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
About the PR
Adds the Syndicate Home Run Bat, a highly unusual weapon designed only the craziest of operatives.
On hit, it launches a target like a gorilla gaunlet, but at triple the speed, doing 30 brute while also doing heavy structural damage.
Why / Balance
Syndicate melee weaponry in the high TC territory has always been a problem, so I figured I'd throw my hat into the ring and give my own take on a high TC melee weapon a shot.
Technical details
It's a new yaml file with some new sprites, that's all.
Media
homerunbat.mp4
Breaking changes
Simple Yaml, happy times.
Changelog
🆑