From Data Realms Wiki
The standard bullet round instance is set up in this fashion:
AddAmmo = Round InstanceName = Round SMG ParticleCount = 1 Particle = MOPixel InstanceName = Particle SMG Mass = 0.008 RestThreshold = 500 LifeTime = 1500 Sharpness = 250 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 143 G = 143 B = 143 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 155 G = 155 B = 155 TrailLength = 25 Shell = MOSParticle CopyOf = Casing FireVelocity = 80 ShellVelocity = 10 Separation = 5
AddAmmo = Round // The instance call, defines the next text as parts of a round. InstanceName = Round SMG // The name used to refer to the instance later. ParticleCount = 1 // The number of particles created when this round is used. This is what makes a shotgun a shotgun. Particle = MOPixel // Defines the particle that will make up the round. Does not need to be a MOPixel. CopyOf = Particle SMG // Copying a previously defined and named object.* Shell = MOSParticle // Defines the Shell that will eject as the round fires. Does not need to be a MOSParticle. CopyOf = Casing // Copying a previously defined and named object. FireVelocity = 80 // This is the velocity at which the round particle will be fired. ShellVelocity = 10 // This is the velocity at which the shell will be ejected. Separation = 5 // This is the variance of the X position from the MuzzleOffset of the HDFirearm.
* If you want to define a MOPixel within a round, you just need to have it tabbed as it is in the example, and use the particle = line as your instance call. For anything other than a MOPixel, you may find it to be easier to define it and then use a CopyOf in the round, as shown. When using a MOPixel, as most rounds do, keep in mind that it's properties are very important.