Pyroworks Modding Tool Guide
  • Home
  • Other tutorials
  • 00. Documentation
    • 00.01 Introduction
    • 00.02 Frequently Asked Questions
    • Components
      • Essentials Map Middleware (Component)
      • Firework Mesh (Component)
    • Scriptable Objects
      • Steam Uploader (ScriptableObject)
      • Mod Exporter (ScriptableObject)
      • Spawn Menu Firework (ScriptableObject)
      • Pellet (ScriptableObject)
  • 01. Introduction
    • 01.01 Required Tools
    • 01.02 Learning Blender
  • 02. Making a basic prop
    • 02.01 Introduction
    • 02.02 Making the model
    • 02.03 Creating the prefab
    • 02.04 Adding components to the prefab
    • 02.05 Adding the ScriptableObject
    • 02.06 Exporting and uploading the mod
  • 03. Making other types of fireworks
    • 03.01 Creating a cake (WIP)
  • 04. Making good VFX
    • 04.01 Principles of good fireworks VFX
    • 04.02 Example VFX
      • Perfect peony
      • Chrysanthemum (imperfect peony)
      • Brocade crown (tail and explosion)
      • Nishiki kamuro (tail and explosion)
      • Silver (tail and explosion)
      • Strobe
      • Glittering (tail and explosion) (WIP)
      • Strobing tail (tail and explosion) (WIP)
      • Multicolor (WIP)
    • 04.03 Effect size guide
  • 05. Creating sounds
    • 05.01 Principles of good sounds (WIP)
    • 05.02 Using Audacity to edit audio (WIP)
  • 06. Creating labels (textures)
    • 06.01 Principles of good labels
    • 06.02 Choosing your software
  • 07. Creating models
    • 07.01 Principles of modelling (WIP)
    • 07.02 UV Unwrapping (WIP)
    • 07.03 Example models (WIP)
  • 08. Creating maps
    • 08.01 Creating a basic map
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  • Variables
  • Recommendations
  • Understanding what variables control
  1. 00. Documentation
  2. Scriptable Objects

Pellet (ScriptableObject)

This component allows you to set information about how your firework is launched in the Firework Cake component.

Variables

  • Caliber - the pellet caliber (in mm, for example 20, 30, 50)

  • Launch force - with how much force the firework is being launched at

  • Launch sound - what launch sound is being used for the pellet

  • Custom launch sound (override) - override the launch sound being used for the pellet, aka supply your own custom one

  • Pellet mesh shape - you can choose between what shape the pellet will be: spherical or cylindrical

  • Minimum delay before explosion - minimum time it takes before it explodes

  • Maximum delay before explosion - maximum time it takes before it explodes

  • Explosion: (beware that you can use either VFX or PS, not two at once)

    • VFX Explosion - the explosion particle (VFX Asset), Recommended

    • PS Explosion - the explosion particle (Particle System)

    • Sound - the explosion sound

    • Min pitch - minimum pitch of the explosion sound

    • Max pitch - maximum pitch of the explosion

    • Sound distance - maximum sound distance the explosion sound is hearable at

  • Preburner: (beware that you can use either VFX or PS, not two at once)

    • Min Preburner Delay - minimum time it takes before the preburner activates

    • Max Preburner Delay - maximum time it takes before the preburner activates

    • VFX Preburner - the preburner particle (VFX Asset), Recommended

    • PS Preburner - the preburner particle (Particle System)

    • Min Preburner Length - minimum time before the preburner stops emitting, counted after delay, not since the launch of the pellet

    • Max Preburner Length - maximum time before the preburner stops emitting, counted after delay, not since the launch of the pellet

    • Sound - preburner sound, played after the delay, leave empty if not used

    • Sound distance - preburner sound maximum hearable distance

  • Second Preburner - same as preburner, can be used to have a second preburner, for example a delayed tail

  • Particle group - can be used to create more complex effects, with a few particles layered on top of each other, leave empty if not used:

    • Position - position of the overlayed particle

    • Rotation - rotation of the overlayed particle

    • Particle - particle of the overlayed particle

  • Mine - particle that's played on the launch position immediately after the cake is launched:

    • VFX Mine - particle of the mine (VFX Asset)

    • Sound - sound of the mine

  • Is whirling? - applies whirl effect to the pellet, making it spin

    • Max whirl amount - the amount of whirl

    • Minimum whirl delay - minimum time before the whirl effect activates

    • Maximum whirl delay - maximum time before the whirl effect activates

  • Is whistle? - applies whistle effect to the pellet, making it go randomly in directions as it flies through

    • Minimum whistle delay - minimum time before the whistle effect activates

    • Maximum whistle delay - maximum time before the whistle effect activates

    • Use custom whistle force? - allows you set custom whistle force

    • Custom whistle force - custom whistle force, default is [500, 500, 500]

  • Don't launch - doesn't launch the pellet, literally, just ignores it

  • Emit preburner light? - emits light as the pellet rises

    • Preburner light color - gradient of the preburner light as it rises in the sky, you can add points in the gradient editor to make it change color as it rises

  • Angular drag - angular drag of the rigidbody

  • Use custom random force?

    • Custom random force - custom random force that is applied to the pellet as it gets launched, default is [25,25,25]

  • Use custom mass?

    • Custom mass - custom mass of the rigidbody in kilograms, default is 1

  • Use custom drag?

    • Custom drag - custom air drag of the rigidbody, default is 0

Recommendations

Launch force:

  • 20mm - 1200

  • 25mm - 1500

  • 30mm - 2000

  • 38mm - 2250

  • 50mm - 2500

  • 75mm - 4500

Explosion min, max pitch:

  • min - 0.8

  • max - 1.2

Sound distance - 9000

Preburner sound distance - 2500

Understanding what variables control

  • Caliber:

    • setting the size of the pellet

    • setting the size of the smoke when it explodes

    • radius required for massexplosions

    • max hearable distance of the launch sound

    • cake launch particle size

    • intensity and range of "emit light"

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Last updated 1 year ago