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>
- 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>
- Airstrike
- 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>
- Airstrike
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.
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.