NebulaCreator

Causes the weapon owner to spawn a GameObject at its current location. Disables the engine subsystem of the weapon's owner for growTime. All TerrainObjects except the BlackHole will spawn from zero size and grow to their maximum size. All Craft spawn fully sized and are treated as neutral (Team 0, perceivedTeam = 0, uncapturable).

When used by a ToggleWeapon, if the ToggleWeapon is toggled off before the spawned GameObject dissapears, the spawned GameObject will become permanent. TerrainObjects halted in this fashion will become permanent at their current size.

Does not use the shotGeometry or sprite ODF command.

classlabel = "nebcreator"

Stock ODF Commands

fadeFactor

Float, Default:

***Appears non-functional in Armada II / Fleet Ops.

growTime

Float, Default: 0.0

The length of time in seconds it takes for the created object to go from its initial size to its largest stable size. Visually works with all TerrainObjects.

shrinkTime

Float, Default: 0.0

The length of time in seconds it takes for the created object to go from its largest stable size to its initial size. Visually works with all TerrainObjects.

Note that upon reaching shrinkTime spawned objects are deleted, except for the footprints of Scrap, BlackHole, Asteroid, and Nebula (if addToPathPlanner = 1) GameObjects.

stableTime

Float, Default: 0.0

The length of time in seconds the created object remains at its largest stable size.

maxSize

Float, Default: 0.0

Modifies the size of the model specified in nebulaID by this factor. Note that this does not effect the spawned GameObject's physical properties, which must be set by that GameObject's ODF.

Note that upon reaching stableTime, LatinumNebula and Scrap will jump to maxSize = 1 automatically (so maxSize should probably be 1 when using these GameObjects)

nebulaID

String, Default: Null

Indicates the GameObject ODF that will be used for this weapon. Does not have to be a Nebula, but a GameObject must be specified or this ODF will cause a crash. No .odf extension required.

Note that the UtritiumBall TerrainObject will cause a crash if the GameObject ODF commands movebelowcombatarea and distancebelowgrid are not defined for it.

nebulaid = "map_nebula_nucleonset"