Lasers
Below is an example laser which has the most basic features.
{ 17000
features=LASER
laser={
damage=100 -- ...per second of contact.
range=1000
power=10 -- ...per second firing.
width=2 -- ...of laser.
color=0xFFFFFFFF -- AARRGGBB color value.
decay=0.1 -- Seconds after firing ceases for laser to fade away.
}
}
Firing in Bursts
If you want a laser to fire in bursts, you need to define its burstyness, pulsesPerBurst, and pulsesPerSec.
Burst firing lasers work similarly to burst firing cannons (see Cannons: Firing in Bursts), but roundsPerSec and roundsPerBurst are replaced by pulsesPerSec and pulsesPerBurst respectively.
{ 17000
features=LASER
laser={
burstyness=0.5
pulsesPerBurst=5
pulsesPerSec=5
-- Other laser fields here.
}
}
Lasers that Exert Force
There are two types of force a laser can exert: an immobilization force and a linear force.
Imobilization Force
When a target is continuously hit by an imobilization laser, the immobilizeForce is exerted on the target to keep them in the same location as when they were initially hit.
{ 17000
features=LASER
laser={
immobilizeForce=100000
-- Other laser fields here.
}
}
Linear Force
Force exerted in the direction of the laser. Positive linearForce drives targets away, negative linearForce draws them in.
{ 17000
features=LASER
laser={
linearForce=100000
-- Other laser fields here.
}
}
Explosive Lasers
If you want a laser to be explosive, you need to define its explosive and explodeRadius.
The explosive field has three flags for lasers:
ENABLED: todo.FINAL: todo.PROXIMITY: todo.
{ 17000
features=LASER
cannon={
-- This laser will explode on hitting a block.
-- It will deal its damage to all blocks in a radius of 50.
explosive=ENABLED
explodeRadius=50
-- Other laser fields here.
}
}