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- Hello, gravity hammer from Fischer (U9)

Hello, gravity hammer from Fischer (U9)
About This Mod
This fully functional re-creation of Halo3Gravity Hammer includes plasma light effects, customization options and special damage transmitters, making it a deadly weapon no matter how you use it. Destroy the enemy with a direct blow. For more information, see Properties and FAQs.
The rude chiefs fight fiercely, as they see, with a single hammer blow you fall into a pool of bones and blood.
-special. - Aaron Landwick.
This Type 2 energy weapon is a large hammer that serves as an excellent melee weapon. The weapon consists of a shaft, a head, and a blade. Sanheili is a very iconic weapon of Hiralhanae, resembling the Energy Sword. They are already powerful weapons, and can also be used to control gravity by repelling opponents. The field generator located in the head emits a kinetic pulse (-5.0 meters). The exact mechanism of its functioning is currently being studied by the UNSC.
Features
On impact, it fires a kinetic blast, pushing all nearest enemies up and out
It can be turned on/off for use as a pure melee weapon or slash weapon
The special slashes and blunt blows that do damage will be as deadly as they appear
The light effect of the weapon idling and the activation of the weapon
Audio queue: "Activation", "Charging", "Charging", "Ready humming"
How to use
At gunpoint of "exotic". There is a sound of "charge", which gradually turns into a low-periodic "buzz" (the weapon is ready). When you are ready, press the active trigger (the three points in front) on the surface or on the enemy. Enemies within range move up, and nearby enemies are hit exponentially harder than distant enemies. The range and force of the kinetic explosion can be customized.
Control
Press the Alternative Use key to disable/activate the gravitational explosion ability.
Author's Note
I've always loved the Halo series, and I remember having fun getting a gravity hammer in my hands first. Now I hope to put it right in your hands. I got here a few artistic licenses (mostly on the effect of plasma glow), but mostly on the original "feel" of gravitational attraction as far as I can tell I still have some updates/improvements, but I felt that version 1.0 deserved release :)
Technical Details for Those Interested: The script is executed using C# and uses a blender/GIMP blend to enable and texture UV light (albedo, emission, metadata, etc.).
- Fisherman (Swordhunter 42)
A "virtual reality disease" (dizziness/ill health) occurs when a weapon is pointed upward when it is used:
By enabling "Item_Weapon_Gravityhammer", you can disable it if the weapon specifically affects you (the player).Set "json" and "userİsEffected" to "false".
You can also decrease the value of "userEffectMultiplier" to reduce the effect on the player.
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The light effect (plasma flash) is too bright or blurred:
Option 1 (simplest)
Go to Settings -> Post-Processing -> Reset Default.
She needs to solve all the problems associated with her strange acting brilliance. Then you can change your settings to see what's best for you.
Option 2
You can also change the lighting settings yourself in the section "İtem_Weapon_Gravityhammer".Use "json" with the custom settings specified in the section "Customize".
Option 3 (Immediately loaded)
If option 1 doesn't work, you can download alternate weapon settings in the "Settings" section called "No light effects". Replace "İtem_Weapon_Gravityhammer" with "İtem_Weapon_Gravityhammer".Use this file to enter "json" in "StreamingAssets / GravityHammer /". I'll give you this case right now.
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Weapons are too easy to launch (or too difficult to launch):
By changing "minimumVelocityToActivate" to "İtem_Weapon_Gravityhammer", you can adjust the minimum pulse rate that causes the gravitational explosion."I think that's a good idea," he said.
Customize
All these parameters can be edited in "Item_Weapon_Gravityhammer". "I think it's a good idea," he said. (Use caution when editing these values, as they may produce unexpected results or break the mode if done incorrectly.)
effectRadius - The size of the domain.
minimumVelocityToActivate is the minimum value. To activate a high-speed gravitational explosion, you need to hit something.
Only activate the puppets - if "True", the explosion will be active only when hit by the enemy.
userIsEffected - if "false", the user will not press the serial.
userEffectMultiplier - If "userİsEffected" is set to "true", this is the gravitational explosion effect modifier on the player.
Lift modifier - force directed upwards, applied to the body.
Impulse power modifier - an explosive pulse at the moment of activation.
The modifier of the fundamental force is the fundamental force acting on the body.
glowActivationIntensity is a modifier of intensity of plasma flashes of light.
glowActivationRange-range modifier for plasma flashes of light.
Material emission - a modifier of how much passive glow a weapon has when activated.
enabledRGB - RGB color code for glow and activation effects.
timeToReturn - Time delay to reduce the gravitational explosion.
readyHumVolume - Cyclic Ready to Fire Noise Level (default is 0.5)
Known Issues / Errors
Using "eye adaptation" and other post-processing settings other than the standard ones (for example, in high-color settings) can make the light effect too bright or blurred.
Currently, gravitational explosions do not work with objects other than enemies (for example, accessories in the environment). This is because the use of force on all objects causes some errors. I am currently working on this problem, adapting the scenario power interaction model to work correctly with both enemies and objects. I decided to release version 1.0 with this known issue because enemies and players still suffer correctly.
Work in progress for future releases
Improved weapon scenario for correct force application to all objects (not just enemies/players)
General improvements in tissue-light interaction
General Improvements / Sound Design Changes
General script improvements on C#.
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