BombSticky

A sticky bomb that will attach to any surface you put it on.

Ball ID: 
BombSticky
<ball name="BombSticky"
      shape="circle,60,0"
      walkforce="0" 
      mass="60"
      towermass="30.0" 
      strands="4" 
      walkspeed="0"
      climbspeed="0.0"
      speedvariance="0" 
      detachable="true" 
      jump="0,0"
      explosionparticles="BallExplode_Bomb" 
	  collidewithattached="false"
	  collideattached="false"
 
	  suckable="false"
	  climber="false"
      draggable="true"
	  material="rock"
	  isbehindstrands="false"
	  grumpy="false"
	  invulnerable="true"
 
	  stickyattached="true"
	  stickyunattached="true"
	  stuckattachment="false"
 
      burntime="3.0"
      detonateforce="500"
      detonateradius="350"
 
	  attenuationselect="0.05, 1.0, 1.2"
	  attenuationdeselect="0.05, 1.2, 1.0"
	  attenuationdrop="0.05, 1.2, 1.0"
	  attenuationdrag="0.05, 1.2, 1.0"
 
	  statescales="attached,1.25"
 
      blinkcolor="0,0,0"
	  hideeyes="false"
	  alwayslookatmouse="true"
 
	  wakedist="30"
      >
 
  <marker drag="IMAGE_BALL_BOMBSTICKY_DRAGMARKER" 
          detach="IMAGE_BALL_BOMBSTICKY_DETACHMARKER" 
          rotspeed="2"/>
 
  <strand type="spring" 
          image="IMAGE_BALL_BOMBSTICKY_STRAND" 
          inactiveimage="IMAGE_BALL_BOMBSTICKY_STRAND" 
          springconstmin="10" springconstmax="10" 
          dampfac="0.9" 
          maxlen2="140"
          maxforce="800"
          minlen="130"
          thickness="40"
		  walkable="false"
 
		  ignitedelay="0"
          burnspeed="3"
          fireparticles="fireArmBurn"
          burntimage="IMAGE_BALL_BOMBSTICKY_STRAND_BURNT"
		  />
 
	<detachstrand image="IMAGE_BALL_BOMBSTICKY_STRAND" maxlen="60" />
 
	<shadow image="IMAGE_BALL_BOMBSTICKY_SHADOW"/>
 
  <particles id="sleepyZzz" states="sleeping" overball="true" />
  <particles id="fireRobotHead" states="onfire" overball="true" />
 
  <splat image="IMAGE_FX_SMOKEBLACK"/>
 
  <part name="spikes"
        layer="1" 
        x="0" y="0" 
        image="IMAGE_BALL_BOMBSTICKY_SPIKES" 
        rotate="true"
        scale="0.62"
		state="climbing,walking,falling,dragging,detaching,standing,tank,sleeping,stuck,stuck_attached,stuck_detaching"
		/>
 
	<part name="spikesStuck"
        layer="1" 
        x="0" y="0" 
        image="IMAGE_BALL_BOMBSTICKY_SPIKES" 
        rotate="true"
        scale="0.69"
		state="attached"
		/>
 
  <part name="body"
        layer="2" 
        x="0" y="0" 
        image="IMAGE_BALL_BOMBSTICKY_BODY" 
        rotate="false"
        scale="0.5" />
 
	<part name="valve"
        layer="3" 
        x="24" y="24" 
        image="IMAGE_BALL_BOMBSTICKY_VALVE" 
        rotate="true"
        scale="0.60" />
 
	<part name="eyeLid1"
        layer="4" 
        x="-19" y="-2.5" 
        image="IMAGE_BALL_BOMBSTICKY_EYELID1" 
        rotate="true"
        scale="0.50"
 
		state="sleeping"
		/>
 
	<part name="eyeLid2"
        layer="4" 
        x="22" y="-7.5" 
        image="IMAGE_BALL_BOMBSTICKY_EYELID2" 
        rotate="true"
        scale="0.50"
 
		state="sleeping"
		/>
 
	<part name="lefteye"
        layer="2"
        rotate="true"
        eye="true" 
        pupil="IMAGE_BALL_GENERIC_PUPIL1"
        pupilinset="13"
        x="-18,-12" y="0,7"
        xrange="-20,-10" yrange="-12,12"  
        image="IMAGE_BALL_GENERIC_EYE_GLASS_1,IMAGE_BALL_GENERIC_EYE_GLASS_2"
        scale="0.75"
		state="climbing,walking,falling,dragging,detaching,standing,tank,stuck,stuck_attached,stuck_detaching"
        />
  <part name="righteye"
        layer="2"
        rotate="true"
        eye="true" 
        pupil="IMAGE_BALL_GENERIC_PUPIL1"
        pupilinset="13"
        x="12,18" y="0,7"
        xrange="10,20" yrange="-12,12"
        image="IMAGE_BALL_GENERIC_EYE_GLASS_1,IMAGE_BALL_GENERIC_EYE_GLASS_2"
        scale="0.75"
		state="climbing,walking,falling,dragging,detaching,standing,tank,stuck,stuck_attached,stuck_detaching"
        />
 
	<part name="lefteyeStuck"
        layer="2"
        rotate="true"
        eye="true" 
        pupil="IMAGE_BALL_GENERIC_PUPIL1"
        pupilinset="13"
        x="-32,-32" y="0,0"
        xrange="-32,-22" yrange="-12,12"  
        image="IMAGE_BALL_GENERIC_EYE_GLASS_1,IMAGE_BALL_GENERIC_EYE_GLASS_2"
        scale="0.95"
		state="attached"
        />
  <part name="righteyeStuck"
        layer="2"
        rotate="true"
        eye="true" 
        pupil="IMAGE_BALL_GENERIC_PUPIL1"
        pupilinset="13"
        x="32,32" y="0,0"
        xrange="22,32" yrange="-12,12"
        image="IMAGE_BALL_GENERIC_EYE_GLASS_1,IMAGE_BALL_GENERIC_EYE_GLASS_2"
        scale="0.95"
		state="attached"
        />
 
 
 
 
 
  <!-- attached -->
  <sinvariance freq="0.3" amp="0.03" shift="0">
    <sinanim part="body" state="attached" type="scale" axis="x" freq="1.0" amp="0.025" shift="0" />
    <sinanim part="body" state="attached" type="scale" axis="y" freq="1.0" amp="0.025" shift="0" />
	<sinanim part="spikesStuck" state="attached" type="scale" axis="x" freq="1.0" amp="0.05" shift="0.1" />
    <sinanim part="spikesStuck" state="attached" type="scale" axis="y" freq="1.0" amp="0.05" shift="0.1" />
	<sinanim part="valve" state="attached" type="translate" axis="x" freq="1.0" amp="1" shift="0" />
	<sinanim part="valve" state="attached" type="translate" axis="y" freq="1.0" amp="-1" shift="0" />
	<sinanim part="lefteyeStuck" state="attached" type="translate" axis="x" freq="1.0" amp="-0.75" shift="0" />
	<sinanim part="righteyeStuck" state="attached" type="translate" axis="x" freq="1.0" amp="0.75" shift="0" />
  </sinvariance>
 
  <!-- dragging -->
  <sinvariance freq="0.3" amp="0.03" shift="0">
    <sinanim part="body" state="dragging" type="scale" axis="x" freq="2.0" amp="0.05" shift="0" />
    <sinanim part="body" state="dragging" type="scale" axis="y" freq="2.0" amp="0.05" shift="0" />
	<sinanim part="spikes" state="dragging" type="scale" axis="x" freq="2.0" amp="0.075" shift="0.1" />
    <sinanim part="spikes" state="dragging" type="scale" axis="y" freq="2.0" amp="0.075" shift="0.1" />
	<sinanim part="valve" state="dragging" type="translate" axis="x" freq="2.0" amp="2" shift="0" />
	<sinanim part="valve" state="dragging" type="translate" axis="y" freq="2.0" amp="-2" shift="0" />
	<sinanim part="lefteye" state="dragging" type="translate" axis="x" freq="2.0" amp="-0.5" shift="0" />
	<sinanim part="righteye" state="dragging" type="translate" axis="x" freq="2.0" amp="0.5" shift="0" />
  </sinvariance>
 
  <!-- falling -->
  <sinvariance freq="0.3" amp="0.03" shift="0">
    <sinanim part="body" state="falling" type="scale" axis="x" freq="1.0" amp="0.075" shift="0" />
    <sinanim part="body" state="falling" type="scale" axis="y" freq="1.0" amp="0.075" shift="0" />
	<sinanim part="spikes" state="falling" type="scale" axis="x" freq="1.0" amp="0.1" shift="0.1" />
    <sinanim part="spikes" state="falling" type="scale" axis="y" freq="1.0" amp="0.1" shift="0.1" />
	<sinanim part="lefteye" state="falling" type="translate" axis="x" freq="1.0" amp="-0.5" shift="0" />
	<sinanim part="righteye" state="falling" type="translate" axis="x" freq="1.0" amp="0.5" shift="0" />
	<sinanim part="valve" state="falling" type="translate" axis="x" freq="1.0" amp="2" shift="0" />
	<sinanim part="valve" state="falling" type="translate" axis="y" freq="1.0" amp="-2" shift="0" />
  </sinvariance>
  <!-- walking -->
  <sinvariance freq="0.3" amp="0.03" shift="0">
    <sinanim part="body" state="walking" type="scale" axis="x" freq="1.0" amp="0.05" shift="0" />
    <sinanim part="body" state="walking" type="scale" axis="y" freq="1.0" amp="0.05" shift="0" />
	<sinanim part="spikes" state="walking" type="scale" axis="x" freq="1.0" amp="0.1" shift="0.1" />
    <sinanim part="spikes" state="walking" type="scale" axis="y" freq="1.0" amp="0.1" shift="0.1" />
	<sinanim part="lefteye" state="walking" type="translate" axis="x" freq="1.0" amp="-0.5" shift="0" />
	<sinanim part="righteye" state="walking" type="translate" axis="x" freq="1.0" amp="0.5" shift="0" />
	<sinanim part="valve" state="walking" type="translate" axis="x" freq="1.0" amp="2" shift="0" />
	<sinanim part="valve" state="walking" type="translate" axis="y" freq="1.0" amp="-2" shift="0" />
  </sinvariance>
 
 
 
  <!-- Sound FX -->
 
  <sound event="marker"       id="SOUND_BALL_GENERIC_ROLLOVER1,SOUND_BALL_GENERIC_ROLLOVER2,SOUND_BALL_GENERIC_ROLLOVER3,SOUND_BALL_GENERIC_ROLLOVER4,SOUND_BALL_GENERIC_ROLLOVER5,SOUND_BALL_GENERIC_ROLLOVER6,SOUND_BALL_GENERIC_ROLLOVER7,SOUND_BALL_GENERIC_ROLLOVER8"/>
  <sound event="pickup"       id="SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/>
 
  <sound event="drop"         id="SOUND_BALL_GENERIC_MUMBLE1,SOUND_BALL_GENERIC_MUMBLE2,SOUND_BALL_GENERIC_MUMBLE3,SOUND_BALL_GENERIC_MUMBLE4,SOUND_BALL_GENERIC_MUMBLE5,SOUND_BALL_GENERIC_MUMBLE6,SOUND_BALL_GENERIC_MUMBLE7"/>
  <sound event="throw"        id="SOUND_BALL_GENERIC_MUMBLE1,SOUND_BALL_GENERIC_MUMBLE2,SOUND_BALL_GENERIC_MUMBLE3,SOUND_BALL_GENERIC_MUMBLE4,SOUND_BALL_GENERIC_MUMBLE5,SOUND_BALL_GENERIC_MUMBLE6,SOUND_BALL_GENERIC_MUMBLE7"/>
 
  <sound event="bounce"       id="SOUND_BALL_GENERIC_BOUNCE1,SOUND_BALL_GENERIC_BOUNCE2,SOUND_BALL_GENERIC_BOUNCE3,SOUND_BALL_GENERIC_BOUNCE4"/>
  <sound event="land"         id="SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/>
 
  <sound event="attach"       id="SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/>
  <sound event="attachcloser" id="SOUND_BALL_GENERIC_GLEE1,SOUND_BALL_GENERIC_GLEE2,SOUND_BALL_GENERIC_GLEE3,SOUND_BALL_GENERIC_GLEE4,SOUND_BALL_GENERIC_GLEE5,SOUND_BALL_GENERIC_GLEE6,SOUND_BALL_GENERIC_GLEE7,SOUND_BALL_GENERIC_GLEE8,SOUND_BALL_GENERIC_GLEE9,SOUND_BALL_GENERIC_GLEE10,SOUND_BALL_GENERIC_GLEE11"/>
  <sound event="detaching"    id="SOUND_BALL_GENERIC_DETACHING1"/>
  <sound event="detached"     id="SOUND_BALL_GENERIC_DETACHED1"/>
 
  <sound event="death"        id="SOUND_BALL_GENERIC_DEATH1,SOUND_BALL_GENERIC_DEATH2,SOUND_BALL_GENERIC_DEATH3,SOUND_BALL_GENERIC_DEATH4,SOUND_BALL_GENERIC_DEATH5"/>
  <sound event="deathfall"    id="SOUND_BALL_GENERIC_DEATH1,SOUND_BALL_GENERIC_DEATH2,SOUND_BALL_GENERIC_DEATH3,SOUND_BALL_GENERIC_DEATH4,SOUND_BALL_GENERIC_DEATH5"/>
 
  <sound event="ignite"       id="SOUND_BALL_BOMBSTICKY_IGNITE01,SOUND_BALL_BOMBSTICKY_IGNITE02,SOUND_BALL_BOMBSTICKY_IGNITE03,SOUND_BALL_BOMBSTICKY_IGNITE04"/>
  <sound event="detonate"     id="SOUND_BALL_BOMBSTICKY_DETONATE1"/>
 
</ball>