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Sniper turret


Cerberus

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here is a sniper turret mod for any one that wants to use it

 

updated code, optimized distance it can shoot and added icon

 

 

<block name="sniperTurret">

<property name="CreativeMode" value="Player"/>

<property name="Class" value="Ranged"/>

<property name="DisplayType" value="blockElectricalHardened" />

<property name="Material" value="Mmetal_medium"/>

<property name="Shape" value="ModelEntity"/>

<property name="Mesh" value="models"/>

<property name="Path" value="solid"/>

<property name="Model" value="Entities/Traps/AutoTurret/Auto_TurretPrefab"/>

<property name="OnlySimpleRotations" value="true"/> <!-- the targeting math will NOT work if it's not upright -->

<property name="AmmoItem" value="ammo762mmBulletFMJ"/>

<property name="TurnSpeed" value="22.5"/>

<property name="MaxDistance" value="75"/>

<property name="EntityDamage" value="100"/> <!-- 146 dps, 330 / burst -->

<property name="BlockDamage" value="1"/>

<property name="RaySpread" value="0.2"/> <!-- Spread 2.6deg: 1m cone (55% hit) @ 22m -->

<property name="CustomIcon" value="autoTurret"/>

<property name="CustomIconTint" value="ffb0b0"/>

 

<property name="BustRoundCount" value="1"/>

<property name="BurstFireRate" value="0.75"/>

<property name="CooldownTime" value="2"/>

<property name="OvershootTime" value="0.4"/>

<property name="FallAsleepTime" value="10"/>

<property name="WakeUpTime" value="0.5"/>

 

<property name="YawRange" value="90"/>

<property name="PitchRange" value="90"/>

 

<property name="ParticlesMuzzleFire" value="nozzleflashuzi"/>

<property name="ParticlesMuzzleSmoke" value="nozzlesmokeuzi"/>

 

<property name="DamageBonus.head" value="3"/>

<property name="DamageBonus.glass" value="1"/>

<property name="DamageBonus.wood" value="2"/>

<property name="DamageBonus.earth" value="0.2"/>

<property name="DamageBonus.stone" value="0.2"/>

<property name="DamageBonus.metal" value="0.2"/>

 

<property name="TargetingSound" value="turret_retarget_lp"/>

<property name="OverheatSound" value="turret_overheat_lp"/>

<property name="WakeUpSound" value="turret_windup"/>

<property name="FireSound" value="Pistol_Fire"/>

<property name="RequiredPower" value="15"/>

 

<property class="RepairItems">

<property name="resourceForgedIron" value="12"/>

<property name="resourceMechanicalParts" value="2"/>

<property name="resourceElectricParts" value="2"/>

</property>

<!-- Nope, can't figure that out. Maybe a modder can fix it.

<property class="UpgradeBlock">

<property name="ToBlock" value="autoTurretSteelCased"/>

<property name="Item" value="resourceForgedSteel"/>

<property name="ItemCount" value="10"/>

<property name="UpgradeHitCount" value="4"/>

</property>-->

<drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/>

<drop event="Harvest" name="resourceMechanicalParts" count="1,4" tag="salvageHarvest"/>

<drop event="Harvest" name="resourceElectricParts" count="1,4" tag="salvageHarvest"/>

<drop event="Harvest" name="resourceScrapIron" count="10,40" prob="1" tag="allHarvest"/>

<drop event="Destroy" count="0"/>

 

<property name="Stacknumber" value="10"/>

<property name="EconomicValue" value="3000"/>

<property name="EconomicBundleSize" value="1"/>

<property name="ImposterExchange" value="imposterBlock" param1="109"/>

<property name="Group" value="Tools/Traps,Science"/>

<property name="PickupJournalEntry" value="cameraTip"/>

<property name="FilterTags" value="fdecor,felectrical,ftraps"/>

<property name="SortOrder1" value="70a0"/>

</block>

 

<block name="sniperTurretSteelCased">

<property name="Extends" value="autoTurret"/>

<property name="CreativeMode" value="None"/>

<property name="AmmoItem" value="ammo762mmBulletFMJ"/>

<property name="EntityDamage" value="100"/>

<property name="DescriptionKey" value="autoTurretDesc"/>

</block>

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