Guide for using Explode features - DeeCaaD/CrackShotPlus_V2 GitHub Wiki

    Explode:
        Custom_Sounds:
            Shooter_Location:
                Airstrike: <String>-<Double>-<Double>,<etc.>
                Split: <String>-<Double>-<Double>,<etc.>
                Explode: <String>-<Double>-<Double>,<etc.>
            Explode_Location:
                Airstrike: <String>-<Double>-<Double>,<etc.>
                Split: <String>-<Double>-<Double>,<etc.>
                Explode: <String>-<Double>-<Double>,<etc.>
        Monkey_Bomb:
            Entity_Type: <String>
            Lasts_Before_Dying: <Integer>
            Radius: <Integer>
            Works_For_Mobs: <Boolean>
            Works_For_Animals: <Boolean>
            Explosion_End:
                Exploding_Weapon_Name: <String>
        Smoke_Grenade:
            Active_Time: <Integer>

Custom_Sounds

  • Shooter_Location
    • Airstrike
      • Plays custom sound at airstrike's location.
      • Note: <Sound>,<Volume>,<Pitch>
    • Split
      • Plays custom sound at split's location.
      • Note: <Sound>,<Volume>,<Pitch>
    • Explode
      • Plays custom sound at explosion's location.
      • Note: <Sound>,<Volume>,<Pitch>
  • Explode_Location:
    • Airstrike
      • Plays custom sound at airstrike's location.
      • Note: <Sound>,<Volume>,<Pitch>
    • Split
      • Plays custom sound at split's location.
      • Note: <Sound>,<Volume>,<Pitch>
    • Explode
      • Plays custom sound at explosion's location.
      • Note: <Sound>,<Volume>,<Pitch>

Monkey_Bomb

Note: Entities follow monkey bombs.

  • Entity_Type
    • Determines monkey bomb entity type.
    • Note: Here is list of entity types.
  • Lasts_Before_Dying
    • Determines how long monkey bomb lasts before it dies.
  • Radius
    • Determines the radius from which entities are taken.
  • Works_For_Mobs
    • Determines if this should work for mobs.
  • Works_For_Animals
    • Determines if this should work for animals.
  • Exploding_Weapon_Name
    • Determines expoding weapon's name since you can't use same weapon's explosion again.
    • Note: This node is optional.

Smoke_Grenade

Active_Time determines how long smoke grenades creates smoke.
Note: Suggested to use Sounds_Explode module in CrackShot to make some extra sounds after explosion, otherwise it will be just smoke without sounds.

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