This is from T3d documentation, which is a little different than blockland, but for the most part the same.
also uiName will set the name of the projectile to be used in events
datablock ProjectileData(GrenadeLauncherProjectile)
{
projectileShapeName = "art/shapes/weapons/SwarmGun/rocket.dts";
directDamage = 30;
radiusDamage = 30;
damageRadius = 5;
areaImpulse = 2000;
explosion = GrenadeLauncherExplosion;
waterExplosion = GrenadeLauncherWaterExplosion;
decal = ScorchRXDecal;
splash = GrenadeSplash;
particleEmitter = GrenadeProjSmokeTrailEmitter;
particleWaterEmitter = GrenadeTrailWaterEmitter;
muzzleVelocity = 30;
velInheritFactor = 0.3;
armingDelay = 2000;
lifetime = 10000;
fadeDelay = 4500;
bounceElasticity = 0.4;
bounceFriction = 0.3;
isBallistic = true;
gravityMod = 0.9;
lightDesc = GrenadeLauncherLightDesc;
damageType = "GrenadeDamage";
};
int armingDelay
Amount of time, in milliseconds, before the projectile will cause damage or explode on impact.
float bounceElasticity
Influences post-bounce velocity of a projectile that does not explode on contact.
float bounceFriction
Factor to reduce post-bounce velocity of a projectile that does not explode on contact.
DecalData decal
Decal datablock used for decals placed at projectile explosion points.
ExplosionData Explosion
Explosion datablock used when the projectile explodes outside of water.
int fadeDelay
Amount of time, in milliseconds, before the projectile begins to fade out.
float gravityMod
Scales the influence of gravity on the projectile.
float impactForce
bool isBallistic
Detetmines if the projectile should be affected by gravity and whether or not it bounces before exploding.
int lifetime
Amount of time, in milliseconds, before the projectile is removed from the simulation.
LightDescription lightDesc
LightDescription datablock used for lights attached to the projectile.
float muzzleVelocity
Amount of velocity the projectile recieves from the "muzzle" of the gun.
ParticleEmitterData ParticleEmitter
Particle emitter datablock used to generate particles while the projectile is outside of water.
ParticleEmitterData particleWaterEmitter
Particle emitter datablock used to generate particles while the projectile is submerged in water.
filename projectileShapeName
File path to the model of the projectile.
Point3F scale
Scale to apply to the projectile's size.
SFXTrack sound
SFXTrack datablock used to play sounds while in flight.
SplashData Splash
Splash datablock used to create splash effects as the projectile enters or leaves water.
float velInheritFactor
Amount of velocity the projectile recieves from the source that created it.
ExplosionData waterExplosion
Explosion datablock used when the projectile explodes underwater.