Technical Props
Updated 2 weeks agoπ§ Technical Props
| Item | Function |
|---|---|
| SmartAdaptiveProjSpawner | Scale a specific skinned prop item from scanned stitcher. π§ Scale: X = Interval (Spawn Timer), Y = Range Condition (Distance Requirement to fulfill), Z = Amount to Spawn (The amount of projectile spawned) π Position will be used as the position offset. |
| SmartKeepDistance | A constant force that sets distance for attacking and walking. π§ Set via scale: X = Attack Distance (The distance where unit will start attacking, does not limit the min requirement but increased attack distance), Y = Min Target Distance (Unit will keep this amount of distance between target, causing them to back off until distance between both is fulfilled), Z = Max Target Distance (Unit will stop walking when distance between both target and unit is filled) |
| SmartUnitBalanceModifier | Modifies a Unitβs balance, force, and gravity behavior. π§ Set via scale: X = Balance Force Multiplier, Y = Balance Force per Instance, Z = Gravity Strength |
| SmartUnitRigidbodyLimiter | Limits a Rigidbody's movability. π§ Set via scale: X = Max Velocity, Y = Max Angular Velocity |
| SmartUnitRigidbody | Affects all Rigidbody components in the unit. π§ Set via scale: X = Mass, Y = Drag, Z = Angular Drag |
| BodyPartScale{RigType} | Scales specific rig of the unit. π§ Set via scale |
| RigScale{RigType} | Scales specific body parts of the unit. π§ Set via scale |
| SmartOnHitEffectAll | Applies hit effects to all unit collisions and projectiles in the same parent. π§ Scale: X = Effect Index, Y = Explosion Scale, Z = Spawn Amountπ§ Position: X = Delay, Y = Damage Multiplier, Z = Random OffsetEffect Indexes |
| SmartOnHitEffectWeapon | Like SmartOnHitEffectAll, but for weapons only. |
| SmartOnHitEffectProj | Like SmartOnHitEffectAll, but for projectiles only. This item ignores the position modification. |
| Colorable{SourceType}ProjModel | Changes material of all ranged projectile models (mesh + skinned mesh). Now separated into two source variants, ability and weapons. |
| Colorable{SourceType}ProjParticle | Changes material of trails/particles for ranged projectiles. Now separated into two source variants, ability and weapons. |
| MeleeTrailLeft / MeleeTrailRight | Adds customizable trails to the left/right melee weapon. |
| AlwaysOpenedEyes | Keeps unitβs eyes always open. |
| SkinChanges | Changes skin of unit bases tagged as "UnitBase". |
| ForceSkinChange | Forces a skin change on units using rendering component, regardless of item hierarchy. |
| AddPlaceholder{MeshShape}{PropsPlacement} | Adds a colorable mesh with 3 different shape at center, useful for props or gap-filling. If it not appeared, make sure to scale the size atleast to 20. |
| ForcePointAddReaperScytheEffect | Adds a resizeable, colorable scythe trail to all force points. |
| SmartConditionalEventManager | Adds conditions to abilities. π§ Scale: X = Cooldown, Y = Min Distance, Z = Max Distance |
| SmartMeleeAddDash | Makes melee weapons dash toward enemies during swings. π§ Scale: X = Force Multiplier, Y = Delay, Z = Swing Range Multiplier |
| SmartSummonRider | Duplicates and summons rider. π§ Scale: X = Amount, Y = Expiration Time (0 = infinite), Z = Interval (0 = once) |
| SetPropRotatingPerpetual | Animates a specific prop to constantly rotate toward a specific direction. It scans from currents props. π§ Scale: X = Object Index, Y = Rotation Speed, Z = Move After Death (0 = false, 1 = true)π Position will be used as the rotation direction. |
| SetPropRotationStatic | Rotate a specific prop into a direction set in positions. π§ Scale: X = Object Index π Position will be used as the rotation direction. |
| SmartHealingItem | Heals units in custom ways. π§ Scale: X = Heal Amount, Y = Rate, Z = TypeHealing Types |
| SmartUnitDupe | Repeatedly spawns copies of the unit. π§ Scale: X = Amount, Y = Expiration Time (0 = infinite), Z = Interval (0 = Only Once) |
| SmartMeleeKnockback | Increases knockback effects of melee hits. π§ Scale: X = Impact Force Multiplier, Y = Knockback Multiplier, Z = Enemy Mass Power |
| SmartProjectileScaling | Multiplies all projectile scale depending on the scale set on the prop. π§ Set via scale |
| SmartRangeDistance | Modifies the range of which unit attacks with weapon or walking towards target. π§ Scale: X = Unit Attack Distance, Y = Weapon Distance, Z = Always Attack (0 = false, 1 = true) |
| SmartUnitVocalManager SmartUnitWeaponSoundManager SmartSFXManager |
Changed all sounds affected for each type π§ Scale: X = Pitch, Y = Volume, Z = Category Indexπ§ Position: X = Effect Index Category and Effect Index |
| SmartMoreRider | Duplicates current rider and add to mount. π§ Position defines the mount offset. |
| SmartCustomRider | Smart item to set the position of current rider mount location. π§ Position defines the mount offset. |
βοΈ Technical Transformations
| Item | Function |
|---|---|
| SmartTransformationAmount | Changes the amount of transformation units. π§ Scale: X = Unit Amount |
| SmartConnectedTransform | A smart item that allows when units transform in this condition, the other teammates unit with this ability would also transform. The target transformation unit is from the rider. The transformation smoke is also colorable. π§ Scale: X = Delay, Y = Distance to Target, Z = Damage Required β οΈ To change the color of the transformation fog, change the prop colour. |
| SmartTransformToRider | Transform into rider. The transformation smoke is also colorable. π§ Scale: X = Delay, Y = On Death (0 = false, 1 = true), Z = Damage Requiredπ§ Position: X = Health Below Percentage (0 = disabled, 0.5 is 50%, 1 is 100%), Y = Min Distance to Target, Z = Max Distance to Target β οΈ To change the color of the transformation fog, change the prop colour. |
π‘οΈ Weapon Modifiers
| Item | Function |
|---|---|
| WeaponPlaceholder{MeshShape}{WeaponSide} | Adds a scalable, positionable, colorable shapes to the weapon. |
| SmartWeaponScaling{WeaponSide}Static | Scales the weapon only once. π§ Set via scale |
| SmartWeaponScaling{WeaponSide}Dynamic | Scales the weapon constantly. π§ Set via scale |
| Remove{WeaponSide}WParticles | Removes all particles from the weapon. |
| SmartWeaponWeighting{WeaponSide} | Adjusts mass and drag. π§ X = Mass, Y = Drag, Z = Angular Drag |
| WeaponHoldingUpRotation{WeaponSide} WeaponHoldingForwardRotation{WeaponSide} WeaponHoldingRelativePosition{WeaponSide} |
Adjusts weapons rotation or position. β οΈ 1 unit β 90Β° β test incrementally. |
| SmartWeaponHoldable{WeaponSide} | Adjusts joint and hold behavior. π§ X = Proportional Force, Y = Angular Drive, Z = Limit |
| Smart{WeaponSide}RangedSet | Modifies core ranged weapon behavior based on the local scale and position offset of the prop. π§ Local Scale: X = Force Multiplier, Y = Internal Cooldown (seconds), Z = Spread Amountπ§ Position Offset: X = Recoil Power, Y = Number of Projectiles, Z = Spawn Delay (seconds)Details (Local Scale): - X multiplies the force applied when firing.- Y sets the internal cooldown (minimum delay between shots).- Z sets the spread (shot randomness).Details (Position Offset): - X sets recoil force, applied to both weapon and torso.- Y sets the number of projectiles fired per shot.- Z sets the spawn delay, which also acts as delay per projectile.β οΈ Disclaimer: The component forcibly enables spawn delay per shot and disables random delays for consistent firing behavior. Make sure the weapon has a RangeWeapon component. |
| Smart{WeaponSide}MagSet | Modifies ranged weapon magazine-related stats based on the local scale of the prop. π§ X = Mag Size, Y = Reload Time (seconds), Z = Max Projectile Per FrameDetails: - X controls the weaponβs magazine size (how many shots before needing to reload).- Y controls the reload time in seconds.- Z controls the max number of projectiles per shot frame (e.g., for multi-shot or shotgun-style weapons).β οΈ Disclaimer: This component may require Smart{WeaponSide}RangedSet on the same prop to ensure full functionality, especially for applying changes correctly during runtime. |
| Smart{WeaponSide}ProjSet | Modifies projectile properties of ranged weapons based on the local scale and position offset of the prop. π§ Local Scale: X = Force, Y = Velocity Multiplier, Z = Damageπ§ Position Offset: X = Block Power Needed, Y = Allowed Hits, Z = Shake AmountDetails (Local Scale): - X multiplies the projectile's force (initial push/knockback).- Y multiplies the projectile's velocity (how fast it travels).- Z directly sets the damage dealt by the projectile.Details (Position Offset): - X sets block-powered requirement (how much energy to block it).- Y sets how many targets the projectile can hit before despawning.- Z controls the shake amount on impact.β οΈ Disclaimer: This component creates a temporary copy of the projectile and overrides values on start. Changes will not persist if other mods or effects replace the projectile afterward. |
| Smart{WeaponSide}MeleeSet | Modifies melee stats. π§ Scale: X = Damage Multiplier, Y = Cooldown Multiplier, Z = Swing Force Multiplierπ§ Position: X = Screenshake Multiplier, Y = Parry Power Required, Z = Self Damage Multiplier |