Rusted Warfare Mod Workshop
All coursesCreative tools中文

Use energy to limit sustained fire

Separate short bursts from sustained damage

Set capacity and regeneration

The tank stores 12 energy and starts full, energyRegen uses the engine regeneration rate rather than an assumed per-second unit, measure recharge time in the game

[core]
energyMax: 12
energyStartingPercentage: 1
energyRegen: 0.03

Charge energy for every shot

energyUsage:2 costs two energy per shot, a full charge could fund six shots if regeneration were absent, regeneration can occur during combat so verify sustained behavior in game

[turret_main]
x: 0
y: 0
projectile: shell
energyUsage: 2

Compare three phases

Record the opening burst, sustained output near depletion and recovery after firing stops, evaluating only the first burst hides long-fight weaknesses

Separate repair from energy recovery

The engineer restores health while the tank regenerates energy through energyRegen, repairs do not refill energy in this project, describe the restored resource clearly to players

[core]
isBuilder: true
canRepairUnits: true
canRepairBuildings: true
nanoRange: 100
nanoRepairSpeed: 0.3

Try it yourself

Compare two capacity and regeneration settings over a 30-second fight

Open interactive lesson and download the companion mod