How to Mod - Block Modules

=How to Add Block Modules= When creating blocks with advanced properties, select the module(s) you require from the available types before creating your Physical Prefab and Block JSON then refer to the relevant section of this document for more information



Wheels
Your Physical Prefab will contain a hierarchy of objects;



The object at the root of the hierarchy is the base object. This is the static part of the wheel that will attach to a tech.

Select it in the hierarchy and assign a mesh in the Inspector window.

Add an appropriate collider to match the shape of the block’s base.

wheelOrigin represents the point from which the wheel calculates its physics. This is the resting position of the wheel when under no forces. Move this object to position your wheel relative to the base.

_wheel is where you define the wheel model and collider.

Assign a mesh in the Inspector window.

Add a collider component to your wheel. This will be its collision when the block is detached from a tech so does not need to be too accurate - the wheel physics when driving will use their own collision, the size and properties of which will be determined by the values you put into the block JSON

_sparksLocator is where sparks will appear if your wheel is overburdened, so move it into a suitable position.

Edit the “Wheel” section of your block JSON to adjust the properties of your wheel that will define how it behaves in game.

Guns
Your Physical Prefab will contain a hierarchy of objects;



The object at the root of the hierarchy is the base object. This is the static part of the gun that will attach to a tech. Select it in the hierarchy and assign a mesh in the Inspector window.

gimbal_base is the part of the gun that rotates in the horizontal plane, model_mount is where you should add a mesh for this part

gimbal_elev is the part of the gun that rotates in the vertical plane, model_body is where you should add a mesh for this part.

_recoiler is the part of the gun that recoils when it fires, model_barrel is where you should add a mesh for this part.

_bulletSpawn is where the projectile is spawned when the gun fires.

_casingSpawn defines where the bullet casings will be ejected from

_muzzleFlash is where the muzzleFlash effect will appear when the gun fires.

_smoke is where a smoke effect will appear after the gun has fired.

Move the objects into positions appropriate to your gun model. And add colliders to any mesh parts that need them.

Edit the “Gun” section of your block JSON to adjust the properties of your weapon that will define how it behaves in game. Refer to Appendix A for a list of possible projectiles and Appendix B for bullet casings that your weapon can use. Sound effects for when your gun fires are listed in Appendix C.

Cabs
Cab prefabs have no special properties, they are defined in the block JSON. Assign a mesh and appropriate collider to your cab block.

Appendix A: Projectile Types
BF_Bullet_ScatterLaser BF_LaserBolt_AssaultStreamlined BF_LaserBolt_AssaultTrapdoor BF_LaserBolt_ClassDLaserRay BF_LaserBolt_CyberDisc BF_LaserBolt_DOT BF_LaserBolt_FSCannon BF_LaserBolt_GatlingLaser BF_LaserBolt_Rifle BF_LaserBolt_SpeedLaserLance GSO_Bullet_3Pound GSO_Bullet_BigBertha GSO_Bullet_Gigaton GSO_Bullet_Megaton GSO_Bullet_MGun GSO_Bullet_Mortar GSO_Bullet_Shotgun GSO_LaserBolt_Fixed GSO_LaserBolt_Micro GSO_LaserBolt_Stud GSO_MiniMissile HE_Bomb HE_Bullet_BattleshipCannon HE_Bullet_BigCannon HE_Bullet_Cab HE_Bullet_ChainGun HE_Bullet_MiniGun HE_Bullet_MiniGunDual HE_Bullet_Mortar HE_Bullet_MortarShell HE_Bullet_Shotgun_Rotating HE_Bullet_ShotgunFixed HE_Bullet_SMG HE_Bullet_Suppressed HE_Bullet_TurretMiniGun HE_Bullet_Type45NavalCannon HE_LaserBolt_Zeus HE_Missile_Cruise HE_Missile_Pod HE_Missile_Pod_BMB HE_Projectile_Railgun HE_Projectile_Railgun_Rotating RR_Bullet_Repulsor RR_Bullet_Repulsor_2 RR_FireworkProjectile RR_LaserBolt_PrototypeGun02 RR_LaserBolt_PrototypeGun02_Mission RR_Missile_Pod RR_StickyBombProjectile RR_ZeroPointProjectile VEN_Bullet_Crossfire VEN_Bullet_Hailfire VEN_Bullet_MGun VEN_Bullet_MortarShell VEN_Bullet_Oozee VEN_Bullet_Rapid VEN_Bullet_ShotgunFixed VEN_Bullet_ShotgunRotating VEN_LaserBolt_Needle VEN_LaserBolt_Turret VEN_MicroMissile VEN_Missile

Appendix B: Casing Types
Casing Casing_Micro Casing_Mini Casing_Shotgun HE_Casing_Large HE_Casing_Medium HE_Casing_Shotgun HE_Casing_Small

Appendix C: Sound effects
BFLaser BFLaserCannon BFLaserCyberDisk BFLaserFlyingSaucer BFLaserGatling BFLaserGatlingDeploy BFLaserScatter BFLaserScatterDeploy BigBertha CoilLaserSmall FireworksLauncher FlameThrowerPlasma GCBuzzSaw GCBuzzSawEnd GCDiggerScoopLift GCDiggerScoopRelease GCJackHammer GCPlasmaCutter GCPlasmaCutterAuto GCRamSpike GCTripleBore GSODrillLarge GSODrillSmall GSOShotgunCombat HEBurstGun HECannonBattleShip HECannonTurret HEChainGun HECruiseMissile HEHomingMissile HELaserZeus HEMachineGun HEMiniGun HEMortarEnd HERailGun HEShotgun LightMachineGun MegatonCannon MegatonLongBarrel MiniMortar PoundCannon RRHFLaser RRSonicBoomBlaster RRVibroKnife StudLaser VENCannonRapid VENFlameThrower VENLaserMG VENLaserNano VENMachineGunFixedForward VENMicroMissile VENMortarRoundabout VENRPGLauncher VENShotgunCombat VENShotgunRotating VHailFireRifle VOozeeSMG VPipMachineGun