A small, non-interactive bomb, only used in Burning Man.
<ball name="BombMini" shape="circle,60,0" walkforce="0" mass="40" towermass="40.0" strands="4" walkspeed="0" climbspeed="0.0" speedvariance="0" detachable="false" jump="0,0" collidewithattached="false" collideattached="false" suckable="false" climber="false" draggable="false" isbehindstrands="false" grumpy="true" invulnerable="true" stickyattached="false" stickyunattached="false" stuckattachment="false" burntime="3.0" detonateforce="500" detonateradius="500" blinkcolor="0,0,0" hideeyes="false" alwayslookatmouse="true" explosionparticles="BallExplode_Bomb" > <strand type="spring" image="IMAGE_BALL_BOMBMINI_STRAND" inactiveimage="IMAGE_BALL_BOMBMINI_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_BOMBMINI_STRAND_BURNT" /> <particles id="fireRobotHead" states="onfire" overball="true" /> <part name="body" layer="2" x="0" y="0" image="IMAGE_BALL_BOMBMINI_BODY" rotate="false" scale="0.5" /> <!-- 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="snap" id="SOUND_BALL_GENERIC_SNAP1"/> <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_BOMBMINI_IGNITE01,SOUND_BALL_BOMBMINI_IGNITE02,SOUND_BALL_BOMBMINI_IGNITE03,SOUND_BALL_BOMBMINI_IGNITE04"/> <sound event="detonate" id="SOUND_BALL_BOMBMINI_DETONATE1"/> </ball>