* Readds taser to security
* removes item drop from regular tasers, adds item drop to admeme tasers
* Fixes stun on collide options
* Fixes drop
* Lowers fire rate for taser
if (ent.Comp.Refresh)
{
_stunSystem.TryUpdateStunDuration(target, ent.Comp.StunAmount);
+
_movementMod.TryUpdateMovementSpeedModDuration(
target,
MovementModStatusSystem.TaserSlowdown,
- id: SecurityTechFabCircuitboard
- id: CargoRequestSecurityComputerCircuitboard
- id: WeaponDisabler
+ - id: WeaponTaser
- id: WantedListCartridge
- id: DrinkHosFlask
children:
- id: FlashlightSeclite
- id: WeaponDisabler
+ - id: WeaponTaser
- id: ClothingBeltSecurityFilled
- id: Flash
- id: ClothingEyesGlassesSecurity
- id: FlashlightSeclite
prob: 0.8
- id: WeaponDisabler
+ - id: WeaponTaser
- id: ClothingUniformJumpsuitSecGrey
prob: 0.3
- id: ClothingHeadHelmetBasic
table: !type:AllSelector
children:
- id: ClothingEyesGlassesSecurity
+ - id: WeaponTaser
- id: WeaponDisabler
- id: TrackingImplanter
amount: 2
slots:
- Belt
- type: Gun
+ fireRate: 0.5
soundGunshot:
path: /Audio/Weapons/Guns/Gunshots/taser.ogg
- type: ProjectileBatteryAmmoProvider
lifetime: 0.170 # Very short range
- type: StunOnCollide
stunAmount: 0
- knockdownAmount: 2.5 # Enough to subdue and follow up with a stun batong
+ knockdownAmount: 2.5 # Enough to subdue and follow up with a stun baton
+ drop: false #Ranged KD and item drop are too strong in one package
slowdownAmount: 2.5
walkSpeedModifier: 0.5
sprintSpeedModifier: 0.5
lifetime: 1.0 # Not so short range
- type: StunOnCollide
stunAmount: 5
+ drop: true # this is the evil taser
knockdownAmount: 10
slowdownAmount: 10
walkSpeedModifier: 0.5