Electrical Discharge Coil: Difference between revisions
From Official Barotrauma Wiki
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| input1 = Power_In | | input1 = Power_In | ||
| input1tt = Power input for the device. | | input1tt = Power input for the device. | ||
| input1color = red | |||
| input2 = Trigger_In | | input2 = Trigger_In | ||
| input2tt = Activates the device when a signal of 1 is supplied. | | input2tt = Activates the device when a signal of 1 is supplied. |
Revision as of 12:34, 9 June 2021
Data is potentially outdated | |
Last updated for an unknown version Last mentioned in changelog 1.1.18.0 The current game version is 1.4.5.0 |
Electrical Discharge Coil | ||||||||
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Statistics* | ||||||||
Power Consumption | 10000 kW | |||||||
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The Electrical Discharge Coil is an installation that, when activated, sends an electric shock to nearby creatures, dealing damage and stunning them for a short time.
Function
Electrical Discharge Coils are typically used to provide defence for a submarine's blind spots.
They emit an electrical shock when activated, stunning creatures for a short time and burning them.
The shock only travels a limited length, but can travel further through walls. This can be changed in the sub editor.
Usage
When a signal is sent to the "trigger_in" pin of the Discharge Coil, the coil shocks the area around itself.
By default it has a 5m radius, travels 25x further through walls, and has a duration of 0.2 seconds.
Damage Values
Item |
Afflictions |
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Electrical Shock |
Burn: 10 Stun: 8s |
Connection Panel
Hover over pins to see their descriptions.
Connection Panel for Electrical Discharge Coil Hover over pins to see their descriptions. | ||||||||||||||
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Requires: Screwdriver |
Audio
See Also
Installations | |
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Submarine Weapons | |
Small Turrets
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Large Turrets
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Loaders
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Other
| |
Navigation | |
Machines | |
Electrical | |
Structure | |
Other | |
Alien | |