Special Ammunition - AntonIT99/Flans-Mod-Ultimate-2.0 GitHub Wiki

Special Ammunition

Bullet definitions support the Labjac fork's depth-charge and HESH traits. They work through the shared ammunition paths for players, NPCs, mounted weapons and ownerless projectiles. Set the corresponding flag to false to disable a trait for a round.

Depth Charges

depthCharge true
activationDepth 20
FallSpeed 1
DragInWater 0.8
ExplosiveMassTNTg 10000

This charge loses horizontal movement in water, sinks under the authored gravity and drag, and detonates on the server when its depth is strictly greater than 20 blocks below the dimension's sea level. A charge on dry land does not activate its depth trigger. A positive upward release velocity also decays in air.

For a lake whose surface is at Y=100, add DepthChargeSeaLevel 100. Negative sea-level coordinates are supported. The override belongs to the ammunition, so different charge types can serve different maps or water bodies. Omitted overrides follow the current dimension. The reference fork used a single teams sea-level setting; this port uses dimension and ammunition settings instead.

FallSpeed, DragInAir, and DragInWater control the descent. PrimeDelay and Fuse still apply. DepthChargeLifetime defaults to 2400 ticks (120 seconds), replacing the fixed 600-tick limit for these charges; set it higher for unusually deep or slow charges. A positive Fuse can still detonate them earlier. Existing impact and proximity triggers remain independent and can detonate the charge earlier. Existing smoke settings can retain a detonated charge as a stationary smoke source.

Depth charges always use a projectile entity. If neither the weapon nor the ammunition declares a velocity, the normal projectile fallback velocity is used. depthCharge takes precedence over Torpedo movement if both flags are present. Other guidance settings should be omitted for a freely sinking charge.

HESH

HESH true
PenetrationAt100m 100
Damage 100
ExplosiveMassTNTg 2000

These values illustrate syntax, not a historical round's statistics. HESH marks squash-head explosive ammunition. The projectile stops at the first vehicle part it hits, including a track, skirt or spaced-armour part, rather than carrying its penetrating power into later parts. The same rule applies to NPCs and other entities using the driveable armour adapter, for both flying and hitscan ammunition.

The normal kinetic armour gate and existing direct-damage rules apply. Configured explosions still occur when the stopped round dies. HESH does not select HEAT protection, produce a shaped-charge jet, or add a separate spalling model. Author HEAT and Hesh as alternative traits; if both are enabled, the existing HEAT damage rules also apply.

See Vehicle Armour and Damage for the armour and explosion systems, and Config Reference for all ammunition parameters.

Built-in Categories

The shipped L31A7 category enables HESH. The aerial, generic and Type 3 depth-charge categories enable depthCharge and set Fuse 0, so legacy self-destruct timers do not pre-empt the depth trigger. Existing pack-authored activation depths and sea-level overrides remain intact; omitted depths use the 20-block default. In the available TaP pack, aerial charges are set to 20/40 metres and generic ship-launched charges to 25/50/75/100 metres.

These defaults are editable through the Category System. Numeric suffixes alone are not used to infer depth settings. The Type 3 pack definition has no authored depth, so it receives the gameplay default rather than an asserted historical setting.