Help with editing variables, gun too terrain-rapey
So I've been editing this heavily modified assault rifle, and it's almost to where I want it. Except one thing, it's far too damaging to the terrain.
I've messed with a few of the variables I'd imagine are responsible to no avail, so can you guys tell me how to fix this?
Code:
////////////////// // The Magazine / //////////////// AddAmmo = Magazine InstanceName = HyperMag Mass = 0.1 // kg HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Devices/Pistols/MagPistol.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -3 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 1 DeepCheck = 1 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = -2 Y = -2 DrawAfterParent = 0 RoundCount = 40 RTTRatio = 0 RegularRound = Round CopyOf = HyperLaser TracerRound = None //////////////// // THE BULLET / ////////////// AddAmmo = Round InstanceName = HyperLaser ParticleCount = 1 Particle = MOPixel InstanceName = HyperLaserParticle Mass = 1 RestThreshold = 500 LifeTime = 1400 Sharpness = 300 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 100 G = 170 B = 255 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 100 G = 170 B = 255 TrailLength = 40 Shell = MOSParticle CopyOf = Casing FireVelocity = 100 ShellVelocity = 6 Separation = 4 ///////////// // THE GUN / /////////// AddDevice = HDFirearm PresetName = Hyperpoint Description = Hyperfast firing with high-velocity bullets makes this gun especially deadly, if a bit wobbly. AddToGroup = Weapons AddToGroup = Primary Weapons Mass = 3.5 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = DataDroids.rte/Devices/Weapons/Hyperpoint/Hyperpoint.bmp FrameCount = 1 SpriteOffset = Vector X = -13 Y = -5 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 40 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 1 JointStrength = 80 JointStiffness = 0.5 JointOffset = Vector X = -4 Y = 4 DrawAfterParent = 0 OneHanded = 0 StanceOffset = Vector X = 3 Y = 4 SharpStanceOffset = Vector X = 7 Y = -1 SupportOffset = Vector X = 3 Y = 4 SharpLength = 130 Magazine = Magazine CopyOf = HyperMag ParentOffset = Vector X = -2 Y = -3 Flash = Attachable CopyOf = Muzzle Flash SMG FireSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/Pistols/BlasterFire.wav EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadEnd.wav RateOfFire = 480 ReloadTime = 5500 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 14 SharpShakeRange = 4 NoSupportFactor = 1 ParticleSpreadRange = 4 ShellSpreadRange = 8 ShellAngVelRange = 2 MuzzleOffset = Vector X = 5 Y = -1 EjectionOffset = Vector X = -3 Y = -1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 GibWoundLimit = 3