Releases: CMiSSioN/CustomActivatableEquipment
Releases · CMiSSioN/CustomActivatableEquipment
version 0.0.21
version 0.0.19
- Require CAC 0.1.20
- Fixed bug with deactivate sound playing
- Component's AoE explosion can now have status effects
- Components can now have status effects in offline mode different from component's passive effects
- Contains self-destruct code
version 0.0.17
- Added possibility to add sound effects on activate/deactivate/destroy/explode.
version 0.0.16
- Added FailChancePerActivation
- CanNotBectivatedManualy renamed to CanNotBeActivatedManualy
- CanNotBeActivatedManualy counts as true if omitted
- Added ActiveByDefault
- Added settings controlling pilot ejection
- Passive statusEffects altering statistic can now be preserved on unit/component destruction (needed by explosion ActorStat settings)
- Log now prints dll's version
version 0.0.15
- Component AoE explosion can now setup fire and implement terrain design masks
- AoE settings can now be adjusted by actor stat collection values (see readme)
- AoE explosion of ammo boxes can now be scaled by current ammo level
- AoE can now be adjusted by other components explosion strength
version 0.0.14
- Added activate VFX concept
- Added presistant VFX concept
- Added destroyed VFX concept
- Activatable components can now make AoE explosion
- AI can now activate components (see readme)
version 0,0.11
- Fixed bug with additional components VFX clearing
version 0.0.10
- Compatible with BATTLETECH 1.6 and Urban Warfare DLC
- Fixed bug with activatable menu while ejecting ammo
- Now additional persistent VFXs can be added to component (not fully tested)
- CustomAmmoCategories mod now is in dependencies list.
version 0.0.8
- When actor is destroyed after fail component activation turn transferred to next actor propertly
- Destroyed activatable components now not inflicting fail rolls
version 0.0.4
Inital github version