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CreepersNemisis

TNT Cannon Classification Concept V2.3

Feb 4th, 2013
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  1. [Cannon Type] [Fire Type] [Fire Rate] [Reload Type"-Reload"] [Delay Type"-Delay"] [Range"-Range"] [Size] [Spread Type"-Spread"] [Shot Power"-Shot"] [Nickname] Cannon
  2.  
  3. Example:
  4. Basic Non-Automatic Manual-Reload Automatic-Delay Medium-Range 13x3x2 No-Spread 1-Shot 'Basic' Cannon
  5. Or more simply:
  6. Automatic-Delay Medium-Range 13x3x2 'Basic' Cannon
  7. Or even:
  8. 'Basic' Cannon
  9.  
  10. Example 2:
  11. Basic Automatic 600rpm Automatic-Reload Automatic-Delay Medium-Range 16x29x45 High-X-Spread 12-Shot 'Rapid-Fyre' Cannon
  12. Or:
  13. Automatic 600rpm 16x29x45 12-Shot 'Rapid-Fyre' Cannon
  14.  
  15. >>>Attributes<<<
  16.  
  17. >>Nickname
  18. The name of the cannon.
  19.  
  20. >>Cannon Type
  21. Basic - A varient of the basic cannon structure.
  22. Combination - A combination of cannons that achieves a unique effect not possible with a single cannon.
  23. Advanced - A non-basic cannon.
  24. Experimental - A cannon that has a substantial potential to explosively degrade.
  25.  
  26. >>Fire Type
  27. Non-Automatic - The entire charge detonates simultainously.
  28. Semi-Automatic - Fires every time it recieves a redstone input from a player, without manual reloading.
  29. Automatic - Fires repeatedly without player interaction once activated.
  30.  
  31. >>Fire Rate(If Automatic fire type)
  32. Fire Rate(In Rounds-Per-Minute)
  33.  
  34. >>Reload Type
  35. Manual - Cannot self-reload.
  36. Automatic - Can reload itself fully at least once.
  37.  
  38. >>Shots Per Reload
  39. Number of shots that can be fired before you must manually reload the cannon.
  40.  
  41. >>Delay Type
  42. Manual - Requires the shot to be lit by a player.
  43. Automatic - Lights the shot via a redstone delay circuit.
  44.  
  45. >>Range(Farthest recorded, in meters, from origin of TNT entity.)
  46. Short < 101
  47. Medium < 201
  48. Long < 701
  49. Insane > 700
  50.  
  51. >>Size(Counting necessary blocks only)
  52. Dimensions of the bounding box of the cannon.
  53.  
  54. >>Spread Type (Farthest distance from average location, in meters. Can be specified to be majorly biased along an axis, assuming the cannon is facing north.)
  55. No(None) = 0
  56. Low < 6
  57. Medium < 21
  58. High > 20
  59. Mortar - Shoots in random direction.
  60.  
  61. >>Charge Power
  62. Per charge/shot, calculated by formula (8-avg(D))*T Where D is the list of distances between the charge TNT and shot.
  63.  
  64. >>Shot Power
  65. Number of TNT in the shot.
  66.  
  67. >>Shot Block Height
  68. Height of the block(s) the shot is directly above when fired.
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