HoldingBeam
Disables the target GameObject's engine subsystem and prevents its movement (the target is treated as if it lacks a physicsFile) for as long as the HoldingBeam is active. Can also be used to board the target GameObject.
Uses the shotGeometry ODF command. Does not use the sprite ODF command.
SpecialEnergyCost drains per second.
Note that the Weapon (if special = 1) that fires this Ordnance must have needTarget = 1, otherwise Armada will crash when the AI / Special Weapons Autonomy uses the weapon.
classlabel = "holding_bm"
Stock ODF Commands
targetRange
Float, Default: ~300.0
Sets the upper bound for the active range of the ordnance after it has been activated at the weapon's range:
The Weapon range ODF command sets the minimum range at which point the ordnance can be activated on a target. Weapon range + targetRange gives the total range where the ordnance may remain active. Beyond this range, the ordnance toggles off.
lengthScale
Float, Default: 0.0
Modifies the radius of the model specified in the base Ordnance shotGeometry ODF command by this factor. Note that the model's length is dynamic such that as the target gets closer, the model will compact and vice versa.
radiusScale
Float, Default: 0.0
Modifies the radius of the model specified in the base Ordnance shotGeometry ODF command by this factor. Note that the model's radius is dynamic such that as the target gets closer, the model's radius will increase and vice versa.
boardingDelay
Float, Default: 0.0
The length of time in seconds it takes between boarding events.
boardingInterval
Float, Default: 0.0
The length of time in seconds that each boarding event lasts.
boardingSize
Integer, Default: 0
The number of crew used for each boarding event. This is also the number of crew removed from total crew complement. A negative number will be the same as default.
Note that if the owner's crew capacity drops to its minimum operating level, the HoldingBeam will stop transferring crew, although the ordnance will not toggle off.