Mod example: Change weapon explosion effect

What this mod does
This mod changes the effect that happens when the projectile of a minigun hits any kind of lifeless object.

The files we change
The entity file of the minigun: " \entities\items\weapons\minigun.ent "

How to use the files
Copy the minigun.ent file out of the game-zip called "00_win_data.zip", make the code changes, and put it back in again.

The code
From line 223 to line 233 the following code is present:

ProjectileAmmoComponent {		distribution 			"dissipation" dissipation_count 		"2"

on_enemy_hit_effect 	"effects/weapons_bullet/bullet_hit_enemy_flesh_small" on_world_hit_effect 	"effects/weapons_bullet/bullet_hit_world_rocks_small" collision_3d 			"world_blocker|world|ground_unit|hitbox|building|destructible" collision_2d 			"ground_unit|hitbox|destructible" } Here we have to change the line 228, to any kind of effect we want to use, for example the effect of a nuclear explosion: ProjectileAmmoComponent {		distribution 			"dissipation" dissipation_count 		"2"

on_enemy_hit_effect 	"effects/weapons_bullet/bullet_hit_enemy_flesh_small" on_world_hit_effect 	"effects/weapons_explosive/explosion_atomic_big"                 -- We changed this line collision_3d 			"world_blocker|world|ground_unit|hitbox|building|destructible" collision_2d 			"ground_unit|hitbox|destructible" }

Explanation
Each weapon has a projectile it shoots and which acts within the game world of The Riftbreaker.

As we know this, we have to look for this projectile as it is the entity which touches the world and creates the effect after all.

In most cases the projectile blueprints are inside the weapon entities which use them, that's why we open up the minigun weapon entity.

> Hint: Other weapons could still refer to this projectile blueprint which would also change the effect for that other weapon

Inside the weapon enitity of the minigun we have to search for the entity blueprint of the projectile which in this case starts at line 223.

Here we search for the effect which happens when the projectile hits the world " on_world_hit_effect ".

We can use any kind of effect we can find, the effects are available in the path: " \entities\effects "

> Hint: Even though the path in the code looks like a full path, it stops after " weapons_explosive ". The last part " explosive_atomic_big " is actually >inside< the file of " weapons_explosive "