Lightning Shock

  • Lightning Shock
  • Lightning Shock
B O X E R
28 subscribers
V1.1.0.6
879

What if the storm were no longer just a visual effect?
Lightning tears across the sky and thunder shakes the countryside—but this time, something else is happening. This mod goes beyond lights and sounds: the storm actively interferes with the gameplay, forcing you to adapt.

GIANTS once rejected one of my ideas simply because I dared to create something unusual. This time, I’m not going to explain myself.

I’ll let the storm answer for me.

Author: B O X Ξ R

Server
Consoles
Changelog
2
  • - Main channel: 96 control points and 520 segments.
    - 15–20 densely curved side branches.
    - 190–260 searching steps per side branch.
    - 76–112 steps per child branch.
    - Branches repeatedly alternate their turning direction.
    - Branches cannot travel parallel to their parent channel.
    - Faster side- and child-branch growth.
    - Branch endings progressively fade to transparency.
    - Wandering main channel has a 40% activation chance.
    - Breaks out from the lower third at 80° for 30–40 metres.
    - Must continuously move away and cannot turn back.
    - Target priority: power pole, elevated structure, building.
    - Cannot strike terrain, trees or vegetation.
    - Develops 7–11 side branches with child branches.
    - Secondary impact occurs after a random 220–420 ms delay.
    - Both impacts receive separate flashes, particles, thunder and gameplay effects.
    - Primary target-search radius: 250 metres.
    - Active-view vehicle strike chance: 10%.
    - Other AI vehicle strike chance: 25%.
    - Updated power outage, LED, barrier and production shutdown documentation.
    - Documented performance caching and signed-manifest verification.

Credits
Comments
9