Avoidelectricfence
A behavior node that forces an entity to flee away from an active electric fence when it detects proximity or shock events.
A behavior node that forces an entity to flee away from an active electric fence when it detects proximity or shock events.
Generates a transient visual and lighting effect that simulates an electric discharge, optionally binding to a target entity to produce a flashing tint effect.
Manages a collection of electric attack sources on an entity, automatically removing itself when no sources remain.
Provides electrically conductive wall functionality with connection handling, damage mitigation, and deployment logic for fence structures.
A floating, ephemeral lightning-based entity that periodically emits electric shocks to nearby targets and can be recharged by moonsparkchargeable components; it ages over time and disappears when depleted.
Prefab definition for the Nightstick weapon that provides light, electric damage, and can be recharged with batteries.
Manages the visual beam segments and electric shock attack logic for the Wagdrone laserwire entity.
Defines projectile prefab factories for wagdrone and WX-78 zap drone electrical attacks with area damage and electrocute effects.
Client-side visual effect entity for WX-78's taser projectile, handling explosion effects, damage application, and electrocute visual feedback.