GameObjects hit by the Ordnance are boarded by the owner unit in a specific animation sequence. Friendly GameObjects gain crew up to their maximum crew complement and enemy GameObjects lose crew.

In order for the Ordnance to be actively used by the player, target GameObjects requires at least one crew member to be missing to be considered valid. The AI or Special Weapons Autonomy will be able to target GameObjects regardless of the crew situation.

Uses the shotGeometry ODF command, which is not warped as it tracks a target. Does not use the sprite ODF command.

classLabel = "klingoncommandoteam"

Stock ODF Commands


Float, Default: 0.0

The length of time in seconds that the ordnance stays on-screen after stayDuration has ended.


Float, Default: 0.0

The speed at which the ordnance falls off the target.


Integer, Default: 0

The number of crew on the boarding party. Crew is deducted from the owner GameObject.

The faction name of the crew is hardcoded to be "klingon" - this affects voices and faction icon.


Float, Default: 0.0

The rate of rotation of the ordnance when falling off the target.

rotationrate = 0.00015


Float, Default: 0.0

The time in seconds for how long the ordnance should stay "attached" to the target after hitting it. Note that the ordnance is not actually attached, and if the target moves, the ordnance will not.

Once stayDuration is over, the ordnance will fall off the target at the target's current position: if the target has moved, the ordnance will dissapear from its "attached" position and reappear at the target's new location.


Float, Default: 0.0

The delay in seconds from when the ordnance hits the target to when it boards the target. Note that crew is deducted immediately upon firing from the owner GameObject.

Fleet Operations ODF Commands


no function