Class "EntityProjectile"

Functions

AddChangeFlags () {: aria-label='Functions' }

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void AddChangeFlags ( int Flags ) {: .copyable aria-label='Functions' }

See ChangeFlags.

AddFallingAccel () {: aria-label='Functions' }

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void AddFallingAccel ( float Value ) {: .copyable aria-label='Functions' }

AddFallingSpeed () {: aria-label='Functions' }

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void AddFallingSpeed ( float Value ) {: .copyable aria-label='Functions' }

AddHeight () {: aria-label='Functions' }

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void AddHeight ( float Value ) {: .copyable aria-label='Functions' }

AddProjectileFlags () {: aria-label='Functions' }

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void AddProjectileFlags ( int Flags ) {: .copyable aria-label='Functions' }

Uses ProjectileFlags to define the projectile attributes.

AddScale () {: aria-label='Functions' }

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void AddScale ( float Value ) {: .copyable aria-label='Functions' }

Variables

Acceleration {: aria-label='Variables' }

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float Acceleration {: .copyable aria-label='Variables' }

ChangeFlags {: aria-label='Variables' }

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int ChangeFlags {: .copyable aria-label='Variables' }

Uses ProjectileFlags to define the projectile attributes after the "Changed" state was activated. The ProjectileFlag.CHANGE_FLAGS_AFTER_TIMEOUT needs to be set to allow for this change to apply!

Informations about "Changed" State:

Projectiles can have two states: normal (default) and changed.

Changed state activates when projectile's frame count reaches the value set in ChangeTimeout. After that its flags get changed to what was set in ChangeFlags and velocity will be resized to length set in ChangeVelocity.

Also used in: ProjectileParams()

ChangeTimeout {: aria-label='Variables' }

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int ChangeTimeout {: .copyable aria-label='Variables' }

Number of frames that need to elapse after spawn till the "Changed" state is activated. The ProjectileFlags.CHANGE_FLAGS_AFTER_TIMEOUT or CHANGE_VELOCITY_AFTER_TIMEOUT need to be set to allow for this change to apply!

Informations about "Changed" State:

Projectiles can have two states: normal (default) and changed.

Changed state activates when projectile's frame count reaches the value set in ChangeTimeout. After that its flags get changed to what was set in ChangeFlags and velocity will be resized to length set in ChangeVelocity.

Also used in: ProjectileParams()

ChangeVelocity {: aria-label='Variables' }

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float ChangeVelocity {: .copyable aria-label='Variables' }

Velocity value that gets applied when the "Changed" state is activated. The ProjectileFlag.CHANGE_VELOCITY_AFTER_TIMEOUT need to be set to allow for this change to apply!

Informations about "Changed" State:

Projectiles can have two states: normal (default) and changed.

Changed state activates when projectile's frame count reaches the value set in ChangeTimeout. After that its flags get changed to what was set in ChangeFlags and velocity will be resized to length set in ChangeVelocity.

Also used in: ProjectileParams()

CurvingStrength {: aria-label='Variables' }

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float CurvingStrength {: .copyable aria-label='Variables' }

Damage {: aria-label='Variables' }

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float Damage {: .copyable aria-label='Variables' }

DepthOffset {: aria-label='Variables' }

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float DepthOffset {: .copyable aria-label='Variables' }

FallingAccel {: aria-label='Variables' }

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float FallingAccel {: .copyable aria-label='Variables' }

FallingSpeed {: aria-label='Variables' }

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float FallingSpeed {: .copyable aria-label='Variables' }

Height {: aria-label='Variables' }

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float Height {: .copyable aria-label='Variables' }

Defines the height of a projectile. Height should be a negative value. Default is :::lua -23.

HomingStrength {: aria-label='Variables' }

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float HomingStrength {: .copyable aria-label='Variables' }

ProjectileFlags {: aria-label='Variables' }

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int ProjectileFlags {: .copyable aria-label='Variables' }

Uses ProjectileFlags to define the projectile attributes.

Scale {: aria-label='Variables' }

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float Scale {: .copyable aria-label='Variables' }

WiggleFrameOffset {: aria-label='Variables' }

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int WiggleFrameOffset {: .copyable aria-label='Variables' }

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