BombShaft

Used by

The huge, caged bomb in Upper Shaft.

<ball name="BombShaft"
      shape="circle,120,0"
      walkforce="0" 
      mass="20"
      towermass="20.0" 
      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="350"
 
      blinkcolor="0,0,0"
	  hideeyes="false"
	  alwayslookatmouse="true"
 
	  explosionparticles="BallExplode_Bomb" 
      >
 
  <strand type="spring" 
          image="IMAGE_BALL_BOMBSHAFT_STRAND" 
          inactiveimage="IMAGE_BALL_BOMBSHAFT_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_BOMBSHAFT_STRAND_BURNT"
		  />
 
  <particles id="fireRobotHead" states="onfire" overball="true" />
 
 
 
  <part name="body"
        layer="2" 
        x="0" y="0" 
        image="IMAGE_BALL_BOMBSHAFT_BODY" 
        rotate="false"
        scale="1" />
 
	<part name="lefteye"
        layer="2"
        rotate="true"
        eye="true" 
        pupil="IMAGE_BALL_GENERIC_PUPIL1"
        pupilinset="10"
        x="-30" y="0,0" 
        image="IMAGE_BALL_GENERIC_EYE_GLASS_1"
        scale="1.1"
        />
  <part name="righteye"
        layer="2"
        rotate="true"
        eye="true" 
        pupil="IMAGE_BALL_GENERIC_PUPIL1"
        pupilinset="10"
        x="30" y="0,0"
        image="IMAGE_BALL_GENERIC_EYE_GLASS_1"
        scale="1.1"
        />
 
 
 
 
  <!-- 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_BOMBSHAFT_IGNITE01,SOUND_BALL_BOMBSHAFT_IGNITE02,SOUND_BALL_BOMBSHAFT_IGNITE03,SOUND_BALL_BOMBSHAFT_IGNITE04"/>
  <sound event="detonate"     id="SOUND_BALL_BOMBSHAFT_DETONATE1"/>
 
</ball>