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BlockModulesJSONExamples.txt
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476 lines (387 loc) · 27.7 KB
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//--------------------------------------------------------------------------------------------------
// BLOCK MODULES
//--------------------------------------------------------------------------------------------------
/* Throw this within your JSONBLOCK to initate them
"RandomAdditions.ModuleItemFixedHolderBeam": {},// Lock and load.
-----------------------------------------------------------------------------------
//Rescale blocks to chunk size when put on conveyor
"RandomAdditions.TankBlockScaler": {
"AimedDownscale": 0.5, // Multiplier for the scale when on conveyor
},
-----------------------------------------------------------------------------------
"RandomAdditions.ModuleClock":{ // Add the ability to timekeep
"DisplayTime": true, // Rotate a GameObject called "TimeObject" depending on the time
"DigitalTime": false, // Display on a "HUD" window?
"ControlTime": false, // Can this be R-clicked to open a menu to control time?
},
-----------------------------------------------------------------------------------
// A module that acts as a storage for a single type of resource, but lag-free and without colliders
// Relies on ModuleItemStore to keep the stacks of a single type, with only one node to stack from
// and also requires it to have max stack height 3 each.
// For this reason I can only recommend the GSO Filtered Node Silo for reference with this module
// otherwise issues may follow!
"RandomAdditions.ModuleItemSilo":{ // Add internal resource storage capacity to your block
"StoresBlocksInsteadOfChunks": false, // Send blocks the the SCU instead of storing chunks?
"UseShrinkAnim": true, // Do we shrink the items when storing?
"MaxOutputRate": -1, // Max Rate this silo can output at - also determines stack heights.
// Change to 0 to turn into a beam "SCU", leave at -1 to auto set.
// For Chunks:
"MaxCapacity": 10, // How many chunks this stores inside - Does not account for chunks left outside
"DestroyContentsOnDestruction": false, // Is this silo that dirty cheap that if it explodes it destroys all chunks inside?
},
//Check out SiloGauge too as you will be needing one of those to display what's inside
-----------------------------------------------------------------------------------
/* Throw this within your JSONBLOCK inside of a GameObject you want to display for
"RandomAdditions.SiloGauge":{ // Add a gauge for your ModuleItemSilo
"MaxHeightMultiplier": 5, // Scaling of the mesh at full capacity
"MinHeightMultiplier": 1, // Scaling of the mesh at empty
"DisplayDampener": 3, // Dampener for the updating of the display
"AllowCustomTextures": false, // Use the existing textures?
"UseResourceColorsForGauge": false, // Use stored resource colors for the gauge?
},
/* Throw this within your JSONBLOCK inside of a GameObject you want to display for
"RandomAdditions.SiloDisplay": {},// Will re-texture any model you assign it to the item stored in the silo.
-------------------------------------------------------------------------------
"RandomAdditions.ModuleReinforced":{ // Add a special resistance to your block
"DoDamagableSwitch": false, // Should we switch the DamageableType of this block?
"TypeToSwitch": 0, // DamageableType to switch to
"ModifyAoEDamage": false, // Enable AoE damage changing? (only handles Explosion, not shotguns)
"DenyExplosion": false, // Stop explosions from spreading on contact?
"ExplosionMultiplier": 1, // Multiplier for all AoE attacks dealt against this block
"UseMultipliers": true, // Should the multipliers be used?
//----- DamagableMultipliers -----
"Standard": 1, // Standard multiplier
"Bullet": 1, // Bullet multiplier
"Energy": 1, // Energy multiplier
"Explosive": 1, // Explosive multiplier
"Impact": 1, // Impact multiplier
"Fire": 1, // Fire multiplier
"Cutting": 1, // Cutting multiplier
"Plasma": 1, // Plasma multiplier
//--------------------------------
},
-----------------------------------------------------------------------------------
// Has to go in the same GameObject as the BoosterJet (NOT ModuleBooster!!!) to function!
"RandomAdditions.BurnerJet": {// Burn & yeet
"UseDamage": true, // Enable damage dealing - note that enemies being affected still turn red with this off
"DamagePerSecond": 30, // Damage dealt per second
"Radius": 4, // Width/Height Radius of the spheroid
"RadiusStretchMultiplier": 3, // Length Radius of the Spheroid
"RadiusFalloff": 3, // the damage will falloff beyond this
"DamageType": "Fire", // DamageType to deal against target
"FriendlyFire": false, // Can deal damage against allied Techs
// ---------------------------------------------------------------------
"UseRecoil": false, // Enable enemy yeet
"Backforce": 30, // the force applied on each enemy block affected
}
-----------------------------------------------------------------------------------
"RandomAdditions.ModuleFuelEnergyGenerator":{ // Burn fuel, get power
"GenerateCondition": "Manual", //
// Manual for shift to generate,
// Automatic to begin generating when full
// Alternating to begin generating on full tank, and stop when empty
"FuelConsumeRate": 10, // Rate to consume the fuel per second
"FuelToEnergyRate": 1.0, // Rate to convert fuel to energy per second
"GenerateSFX": "GeothermalGenerator", // The generating SFX to use
// fuel burning * FuelToEnergyRate = generated energy
}, // To add effects while running, make a new Gameobject named "_MFEG_effect" to store those particleSystem and Spinner effects.
-----------------------------------------------------------------------------------
"RandomAdditions.ModuleLudicrousSpeedButton": {// it's like a pacemaker but only fastest
// RIGHT-click to activate
"Rate" : 0.1,// must be below 0.2, above 0.01
// The higher it is, THE MORE IT WILL DRAIN
},
-----------------------------------------------------------------------------------------------------
"RandomAdditions.ModuleReplace": { // Replaces the specified block types on enemy tech loading with the block containing this module
"Uniform": false, // Should this be applied uniformly?
"ReplaceGrade": 0, // The minimum grade the player must be before encountering this
"WeightedChance": 100, // The chance this will spawn in relation to other blocks [1 - 2500]
"CanReplace": [ // What Blocktype this replaces - can also accept ints
// ONLY Supports replacement of vanilla blocks! Do not use to replace modded blocks!
"GSOMGunFixed_111",
"GSOCannonTurret_111",
],
"ReplaceCondition": "Any", // What terrain to replace based on
// Other options:
// "Any"
// "Land"
// "Sea"
// Offset your block to match the other block
"ReplaceOffsetPosition": { "x":0, "y":0, "z":0 }, //The offset position this will take when replacing
"ReplaceOffsetRotationF": {"x":0, "y":0, "z":0 }, //The offset rotation heading this will take (Forwards!) when replacing
"ReplaceOffsetRotationT": {"x":0, "y":0, "z":0 }, //The offset rotation heading this will take (Top!) when replacing
},
-----------------------------------------------------------------------------------------------------
// WARNING: WILL BE SEPARATED INTO IT'S OWN MOD!
// A block module that shoots beams or projectiles that hit hostile projectiles
// If ModuleWeaponGun is present, this will override that when a MissileProjectile is present
"RandomAdditions.ModulePointDefense": { // A block module that shoots beams that hit hostile projectiles
"DefendOnly": false, // Do not fire on spacebar
"CanInterceptFast": false, // Can this also shoot fast projectiles?
"ForcePulse": false, // Force the hitscan pulse effect
"SpoolOnEnemy": true, // Spin the barrels when an enemy is in range
"SmartManageTargets": false,// Can this smartly manage targets? Better for clusters of same projectiles
// but suffers against diverse projectile salvos
"LockOnDelay": 8, // Frames this will not track for - Set to 0 to maximize scanning rate
// WARNING - May negatively impact performance under 8!
"LockOnStrength": 15, // Will to keep lock on a projectile that's fast and/or far
// WARNING - May negatively impact performance under 10!
"LockOnTooFastSpeed": 1.00, //If the projectile is this percent above speed, then we aim directly
"DefenseCooldown": 1, // How long until it fires the next intercept
"DefenseEnergyCost": 0, // How much it takes to maintain passive defense
"DefendRange": 50, // The range of which this can find and track projectiles
"RotateRate": 50, // How fast we should rotate the turret when dealing with a projectile
"ShareFireSFX": true, // Share the firing noise with ModuleWeapon
// - Note this is almost always needed for guns with looping audio (guns with visible spinning parts like the HE Autocannon or BF Gatling Laser)
"FireSFXType": 2, // Same as ModuleWeapon but for Pulse. Ignored when ShareFireSFX is true
// Pulse Beam effect (hitscan mode)
"PulseAimCone": 15 // The max aiming rotation: Input Value [1-100] ~ Degrees(5-360)
"AllAtOnce": true, // Will this fire all lasers at once
"HitChance": 45, // Out of 100
"PointDefenseDamage": 1, // How much damage to deal to the target projectile
"PulseEnergyCost": 0, // How much it takes to fire a pulse
"ExplodeOnHit": 1, // Make the target projectile explode on death (without dealing damage)
"PulseSizeStart": 0.5, // Size of the beam at the launch point
"PulseSizeEnd": 0.2, // Size of the beam at the end point
"PulseLifetime": 0, // How long the pulse VISUAL persists - leave at zero for one frame
"OverrideMaterial": null, // If you want to use custom textures for your beam
"DefenseColorStart": {"r": 0.05, "g": 1, "b": 0.3,"a": 0.8},
"DefenseColorEnd": {"r": 0.05, "g": 1, "b": 0.3, "a": 0.8},
// SeperateFromGun set to true or Without ModuleWeaponGun attachment
"MaxPulseTargets": 1, // The number of projectiles this can deal with when firing
// ModuleWeaponGun attachment
"SeperateFromGun": false, // Handle this seperately - Will also set ForcePulse to true
"OverrideEnemyAiming": false, // Will this prioritize projectiles over the enemy? - Also allow firing when spacebar is pressed
// ChildModuleWeapon
"UseChildModuleWeapon": false, // Use the FIRST ChildModuleWeapon in hierachy instead
},
// Simplified standalone laser module (Does not need ModuleWeaponGun)
"RandomAdditions.ModulePointDefense": { // A block module that shoots beams that hit hostile projectiles
"DefendOnly": true, // Do not fire on spacebar
"CanInterceptFast": true, // Can this also shoot fast projectiles?
"ForcePulse": true, // Force the hitscan pulse effect
"SpoolOnEnemy": true, // Spin the barrels when an enemy is in range
"LockOnDelay": 8, // Frames this will not track for - Set to 0 to maximize scanning rate
// WARNING - May negatively impact performance under 8!
"LockOnStrength": 15, // Will to keep lock on a projectile that's fast and/or far
// WARNING - May negatively impact performance under 10!
"DefenseCooldown": 1, // How long until it fires the next intercept
"DefenseEnergyCost": 0, // How much it takes to maintain passive defense
"DefendRange": 50, // The range of which this can find and track projectiles
"FireSFXType": 2, // Same as ModuleWeapon but for Pulse
// - does not handle looping audio since the devs made it inconceivably hard to figure out how to stop looping correctly
// Pulse Beam effect (hitscan mode)
"PulseAimCone": 15 // The max aiming rotation: Input Value [1-100] ~ Degrees(5-360)
"AllAtOnce": true, // Will this fire all lasers at once
"HitChance": 45, // Out of 100
"PointDefenseDamage": 1, // How much damage to deal to the target projectile
"PulseEnergyCost": 0, // How much it takes to fire a pulse
"ExplodeOnHit": 1, // Make the target projectile explode on death (without dealing damage)
"PulseSizeStart": 0.5, // Size of the beam at the launch point
"PulseSizeEnd": 0.2, // Size of the beam at the end point
"PulseLifetime": 0, // How long the pulse VISUAL persists - leave at zero for one frame
"OverrideMaterial": null, // If you want to use custom textures for your beam
"DefenseColorStart": {"r": 0.05, "g": 1, "b": 0.3,"a": 0.8},
"DefenseColorEnd": {"r": 0.05, "g": 1, "b": 0.3, "a": 0.8},
// SeperateFromGun set to true or Without ModuleWeaponGun attachment
"MaxPulseTargets": 1, // The number of projectiles this can deal with when firing
// ChildModuleWeapon
"UseChildModuleWeapon": false, // Use the FIRST ChildModuleWeapon in hierachy instead
},
-----------------------------------------------------------------------------------------------------
"RandomAdditions.ModuleModeSwitch": { // Add a second Projectile type to your weapon
"ModeSwitch": "TargetChargePercentBelow", // See below.
/* ModeSwitch Types
PrimarySecondary, // - (Fire slow-firing primary and then fire secondary while waiting for primary to cool down)
PrimarySecondarySalvo, // - (Fire all of the burst shots of the slow-recharging primary and then fire secondary while waiting for primary BurstCooldown to finish)
DistanceFar, // - (Switch when target is beyond SetValue)
DistanceClose, // - (Switch when target is below SetValue)
TargetSpeedFast, // - (Target speed exceeds SetValue or projectile max velocity)
TargetSpeedSlow, // - (Target speed below SetValue or projectile max velocity)
TargetHeightHigh, // - (Target is above SetValue altitude above terrain)
TargetHeightLow, // - (Target is below SetValue altitude above terrain)
TargetChargePercentAbove, // - (Target has shields up)
TargetChargePercentBelow, // - (Target does not have shields or enemy batts out)
*/
"SetValue": 0.1, //The value to check to switch modes
"AuxillaryBarrelsStartIndex": 0, //The indexes of barrels after which should be used for the Auxillary weapon.
// Leave at 0 to use all barrels for both types.
// Module Weapon Swap Stats
"m_FireSFXType": "HEHomingMissile", //Firing noise
// Module Weapon Gun Swap Stats
// (any value that ModuleWeaponGun uses will be swapped from here)
"m_FireControlMode": "AllAtOnce", //Fires both barrels at once
"m_ShotCooldown" : 0.2, //This is the cooldown between every burst shot.
"m_BurstShotCount" : 3, //Number of shots before the gun "overheats"
"m_BurstCooldown" : 2.4, //
"m_CooldownVariancePct": 0.01,
"m_SeekingRounds" : true, //Rounds that home in.
},
-----------------------------------------------------------------------------------------------------
"RandomAdditions.ModuleRepairAimer": {
"HealHealthRate": 1000, // How much to heal in one pulse
"HealPulseCost": 25, // How much one heal pulse costs
"HealPulseDelay": 1, // Cooldown for the heal pulse
"MaxLockOnRange": 70, // Max range to seek Techs
"MaxExtendRange": 110, // Max range for the transform to move out
"RotateSpeed": 30, // How fast to aim by
"ExtendSpeed": 80, // How fast to extend the beam by
"UseCircularEnds": false, // Round off the ends of the line
},
-----------------------------------------------------------------------------------------------------
"RandomAdditions.ModuleUsageHint": { //Description for first block deployment
"HintDescription": "This is a block with a description. Please set this line.",
},
-----------------------------------------------------------------------------------------------------
"RandomAdditions.ModuleHangar": {
"MaxDockingRadius": 3.0, // The maximum distance from GameObject "_Entry" before the hangar begins trying to dock
"MaxVolumeCapacity": 2147483647,// The max block cell volume across ALL spots the hangar can EVER store
"MaxTechCapacity": 1, // The maximum Techs this hangar can store
"MaxTechExtents": 6, // The max length/width/height a Tech can have before being stored in the hangar
"MaxTechBlocksPerSpot": 12, // The max blocks a stored Tech is allowed to have in storage
"DockDeploySpeed": 50.0, // The velocity of which to launch the Techs deployed from this hangar
"AllowHammerspace": false, // Hangars in hangars. Matroska dolls
// ENERGY
"MinimumEnergyPercent": 0.5, // If our energy is below this percent then we don't use energy
"ChargeStoredTechsRate": 2250,// The rate this will drain from the host Tech to charge the stored Techs
"RepairStoredTechsRate": 450, // The rate this will heal the blocks of the Techs stored
"EnergyToRepairRatio": 0.25, // repair/energy. The lower this is the less energy it will consume per heal.
},
-----------------------------------------------------------------------------------------------------
"ModuleTractorBeam": {
"MaxRange": 200, // The max distance in meters this can reach
"MaxMoveForce": 12500, // The max forces applied when moving a Tech
"LaunchForce": 800, // The force applied when "throwing" a tech
"ZeroPointEnergy": true, // Ignore Tech weight (try carry anything loose)
// TargetAimer setup:
"ReactSpeed": 125, // The aiming rate
"ExtendSpeed": 800, // The tractor beam extend speed
},
-----------------------------------------------------------------------------------------------------
"ModuleOmniCore": {//Applies thrust directly to Tech Center of Mass
// Thrust in relation to CAB and TECH CENTER OF MASS
"TranslationalThrust": 500,
"TranslationalDamper": 500,
"TranslationalAccel": 1250,
// Torque in relation to CAB and TECH CENTER OF MASS
"RotationalThrust": 500,
"RotationalDamper": 500,
"RotationalAccel": 1750,
"RotationalLimit": 2.0, // Max angular velocity
},
-----------------------------------------------------------------------------------------------------
"ModuleMoveGimbal": {// Rotate your parts in style. Controls MoveGimbal(s)
"DriveControlStrength": 1.0, // Follow player drive controls percent (0 <-> 1.0)
"IdlePointing": "CabFacing", // Aim this way while controls are not active
// BlockFacing - Return to starting position
// CabFacing - Turn to face the cab's forwards facing
// GravityFacing - Face downwards towards gravity
// NorthFacing - Face towards World north
"ForwardsAndBackwards": true, // Can this part drive backwards as effectively as forwards?
"RotateZAxis": false, // If there is a "Free" or "Z" MoveGimbal, this will rotate it upright based on IdlePointing
"UseBoostAndProps": false, // Should this update the aiming of all BoosterJets and FanJets in hierarchy?
"RotateRate": 90, // How fast we should turn every second
},
"MoveGimbal": { // Put this in the GameObject you want to rotate
"Axis": "X",
// Free - Use BOTH axi!
// X - Rotate on Y-axis (Left or Right)
// Y - Rotate on X-axis (Up and Down)
// Z - Rotate on Z-axis (Clockwise and Counter-Clockwise)
},
-----------------------------------------------------------------------------------------------------
"RandomAdditions.ModuleCustomShop": {}, // Set the Block Terminal/Shop to block's corp
// If you have CommunityPatch(Steam) installed, you can use the below instead which does
// both Terminals AND Crafting systems
"TerraTechCustomCorpFix.ModuleCustomCorpFix": {
"CorpID": "GT"
},
-----------------------------------------------------------------------------------------------------
// Place this in the GameObbject you want to control Visibility of
"RandomAdditions.Hardpoint": { // Shows and hides block models based on attachments
"APIndices": [0], // First AP declared in "APs"
"Inclusive": false, // All APs declared above have to be attached
"Inverted": false, // AP attachments hide the model instead
},
"RandomAdditions.ModuleHardpoint": {}, // Controls all RandomAdditions.Hardpoints
-----------------------------------------------------------------------------------------------------
"ModuleTechTether": { // Creates a beam tech-to-tech tether on left-click linking two ModuleTechTethers together
// Forces
"SpringTensionForce": 750, // The max force this can apply when the tether is at MaxDistance
// Additive distance - when two tethers are linked both of their values are merged
"MaxDistance": 6, // The distance beyond of which the tether snaps. must be bigger than LooseDistance
"LooseDistance": 3, // the distance the tether will apply no tension forces
"TetherScale": 0.4, // Width of the tether's beam effect
// Visibles
"BeamMaterial": null,
"BeamColorStart": {"r": 0.05, "g": 0.1,"b": 1, "a": 0.8},
"BeamColorEnd": {"r": 0.05, "g": 0.1,"b": 1, "a": 0.8},
},
-----------------------------------------------------------------------------------------------------
"ModuleStickyWheels": { // Stick to non-moving surfaces. Needs ModuleWheels.
"WheelStickyForce": 1000, // The downwards force applied in relation to the surface the wheel is contacting. Wheels that swing out of position are unresolvable due to wheel multi-threading.
// High values my cause stuttering!
"WheelIdealCompression": 0.1,// [0 - 1] the percentage of the suspension that determines
// when stickiness forces should be applied. Increase this if the wheel is acting unstable.
// Lower values than 0.1 may cause instability.
"PostWheelContactStickLossDelay": 0.4, // The extra time a wheel tries to apply stickiness even with
// no contact to the driving surface.
"DownwardsForce": 0, // The force appied when ANY wheel on this block is contacting the ground.
// This requires a GameObject called _effectorDown which applies the force in the direction it is facing
// at the position it is located on the block.
},
-----------------------------------------------------------------------------------------------------
"ModuleBuoy": { // Make a block float in water. Does not float on it's own.
"FloatForce": 1536, // The full force to apply when the block is completely submerged.
"ForcesFixedToCOM": true,// Set to false if this is one of your biggest buoy blocks.
"CubeFloater": false, // Use a lazier float algorithm for blocks that are exactly (X,X,X)
},
-----------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------
// WIP - Work in Progress
// Debatable due to Unity's Physics Distance Limitation for extreme cases.
// Will mostly work fine for anchored bases but not mobile Techs.
"ModuleTileLoader": { // LOAD WORLD TILES REMOTELY - DO NOT OVERUSE
"AnchorOnly": true,
"MaxTileLoadingDiameter": 5,
},
"ModuleLoneMove": {}, // PENDING - Cab module (partially functional)
"PausedPosition": {}, // PENDING - Technically used for "wheel-based" walker feet standing anim
"ModuleClicker": {}, // PENDING - Allows button-based control of block animettes (crude block animations) - Saving issues
"ModuleMirage": {}, // PENDING - Tech digital mirror weapon - issues with model ripping
"ModuleJumpDrive": {}, // PENDING - Tech teleporter that lets Techs teleport to other allied techs - No VFX (Visual effects)
-----------------------------------------------------------------------------------------------------
========================= CHILD MODULES =========================
Can be placed anywhere BUT on the base GameObject Layer: Must be within at least one GameObject
"GameObject|CUSTOM_NAME"{ "ChildModule": {}, }
========================= CHILD MODULES =========================
"ChildModuleWeapon": { // A block module allows you to add seperate weapons to the SAME block
// Does not support bullet casings.
"m_FireControlMode": "Sequenced", // "Sequenced" or "AllAtOnce"
"m_ShotCooldown": 1, // How long until it fires again
"m_BurstShotCount": 0, // How many rounds to fire before m_BurstCooldown. Leave at 0 to disable.
"m_BurstCooldown": 1, // How long until it fires a burst again
"m_RotateSpeed": 75, // How fast it rotates
"m_SeekingRounds": false, // Rounds that home in
"m_Automatic": false, // Fire automatically
"m_OnlyFireOnFacing": true, // Only fire if we are aimed at the target
// AUDIO
"m_FireSFXType": 1, // Same as ModuleWeapon
"m_DisableMainAudioLoop": true, // Set this to false for looping audio
"m_AudioLoopDelay": 10, // Delay for the audio loop to stop
},
// Like GimbalAimer, but ChildModule only:
"ExtGimbalAimer": { // Put this in the GameObject you want to rotate
"AimRestrictions": [-180, 180], //Restrict the aiming range
"Axis": "X",
// Free - Use BOTH axi!
// X - Rotate on Y-axis (Left or Right)
// Y - Rotate on X-axis (Up and Down)
// Z - Rotate on Z-axis (Clockwise and Counter-Clockwise)
},
// Changes a CannonBarrel into a ChildModuleWeapon-supported CannonBarrel
"RACannonBarrel": {}, // Put this in a referenced _barrel GameObject and MAKE SURE you null that CannonBarrel!
"CannonBarrel": null, // Disable the ModuleWeapon CannonBarrel to hand over control to RACannonBarrel.
-----------------------------------------------------------------------------------------------------
Need help? Let me know on the official TerraTech Community Discord!