> For the complete documentation index, see [llms.txt](https://deepest-inertia-studio.gitbook.io/pyroworks-modding-tool-guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://deepest-inertia-studio.gitbook.io/pyroworks-modding-tool-guide/00.-documentation/scriptable-objects/pellet-scriptableobject.md).

# 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:&#x20;*****(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"
