Shell
From Data Realms Wiki
Shells are the ejected particles of a round. These can be a huge variety of objects, but they are generally MOSParticles with an animation of a spinning casing. Because the shell is defined in the round, tracer rounds can have shells separate from those of the regular rounds. They are ejected at a velocity defined by the round, at a position on the HDFirearm defined by said HDFirearm, at a spread and angular velocity range defined by the HDFirarm, and at a hard coded angle, which is backwards-upwards. Negative velocities result in a forward-downward angle.
'Shell' is actually an incorrect term for what they are in CC, Casing is a more fitting term generally. But Shell is the term used in the code.
Shells do not produce any recoil. You can use this combined with negative shell velocity variable on the round to make tool or a weapon that can fire an object with high mass without worrying about your actor exploding from the recoil force that is usually processed when heavy projectile is used as a round instead of a shell. A drawback on this is that the hardcoded angle causes the projectile to fly at a diagonally downwards angle.
No variable explanation is shown on this page, due to the shells being defined by the round and not being limited to MOSParticles.
Example
AddAmmo = TDExplosive // Dictates that the ammo is an explosive PresetName = Blank Shell // name used for reference to be copied from in other parts of mod Mass = 10 RestThreshold = -500 // negative will gib, positive will not gib on contact HitsMOs = 1 // true or false value determines if the shell itself can deal damage GetsHitByMOs = 0 // true or false value determines if the shell itself can take damage SpriteFile = ContentFile FilePath = YourMod.rte/Images/CannonRound.bmp FrameCount = 1 SpriteOffset = Vector X = -2 Y = -2 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 1 DeepCheck = 1 JointStrength = 6 JointStiffness = 0.5 DrawAfterParent = 1 DetonationSound = Sound // sound played upon shell gib AddSample = ContentFile Path = YourMod.rte/Sounds/Explode1.wav // file pathway that loads the detonation sound file StanceOffset = Vector X = -12 Y = -5 StartThrowOffset = Vector X = -12 Y = -5 EndThrowOffset = Vector X = -12 Y = -5 TriggerDelay = 1100 // How long until it explodes, set it really high for Impact-Only detonation. ParticleNumberToAdd = 100 AddParticles = MOSParticle // type of particle upon gib CopyOf = Your Mod Blast Ball ParticleNumberToAdd = 100 AddParticles = MOPixel // type of particle upon gib CopyOf = Your Mod Fragment Gray ParticleNumberToAdd = 150 AddParticles = MOPixel // type of particle upon gib CopyOf = Your Mod Fragment Yellow ParticleNumberToAdd = 150 AddParticles = MOPixel // type of particle upon gib CopyOf = Your Mod Air Blast GibParticle = MOPixel // type of particle upon gib CopyOf = Your Mod Gib Glow Count = 1 // number of particles to be gibbed Spread = 2.25 // the radial spread of gibbed particles MaxVelocity = 0.1 // the maximum velocity allowed for the particle MinVelocity = 0 // the minimum velocity allowed for the particle InheritsVel = 0 // whether the gibbed particle takes on the velocity of the shell