LAUNCHER

LAUNCHER defines that the block will create other blocks, presumably projectiles to fire at an enemy. Only shapes with LAUNCHER nodes can be Launchers. Shapes … Read more

linearForce

Requires LASER Creates a push or pull on the target. A negative value will cause the laser to act like a tractor beam. Example:linearForce=1000.0, Be … Read more

immobilizeForce

Requires LASER Causes the target to gain mass and become slower or immobile. Example:immobilizeForce=5000.0, Data type: float

decay

The rate at which the laser fades away. The default value for lasers is 0.35. Example:decay=0.35, A decay of 1 would be 100%, or no … Read more

pulseAvailability

Defines how often LASER pulses can fire. Higher values would be more often. A value of 1 would be 100 percent. Example:pulseAvailability=0.3, Data type: float

LASER

LASER defines that the block has a laser weapon. Can be either a continuous beam, or a pulsing burst. A laser weapon that is not … Read more

spread

The spread at which CANNON shots come out. Example:spread=0.1, A value of .15 would be a scattering of shots. A value of 3.142 would be … Read more

muzzleVelocity

How fast the CANNON shots travel. Example:muzzleVelocity=1000.0, Setting muzzleVelocity too high will cause bullets to clip through armor. Data type: float

roundsPerBurst

CANNON shots will come out in batches. Example:roundsPerBurst=3, roundsPerBurst should not be higher than roundsPerSec. Data type: uint8

chargeMin

Requires the CHARGING feature. The smallest percent of chargeMaxTime before a weapon can fire. If no range is defined, the default value is 0.1 (10%). … Read more