Class "ProjectileParams"

Constructors

ProjectileParams () {: aria-label='Constructors' }

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void ProjectileParams ( void ) {: .copyable aria-label='Constructors' }

Variables

Acceleration {: aria-label='Variables' }

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

BulletFlags {: aria-label='Variables' }

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int BulletFlags {: .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: EntityProjectile

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 ProjectileFlag.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: EntityProjectile

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: EntityProjectile

CircleAngle {: aria-label='Variables' }

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

Angle offset used by fire_projectiles PROJECTILES_CIRCLE type emitter. Random by default.

CurvingStrength {: aria-label='Variables' }

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

Use very small values for curving like 0.005.

DepthOffset {: aria-label='Variables' }

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

DotProductLimit {: aria-label='Variables' }

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

Direction bullets are being fired in Dot product of FireDirectionLimit, bullet direction must be >= this value

FallingAccelModifier {: aria-label='Variables' }

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

FallingSpeedModifier {: aria-label='Variables' }

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

FireDirectionLimit {: aria-label='Variables' }

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Vector FireDirectionLimit {: .copyable aria-label='Variables' }

GridCollision {: aria-label='Variables' }

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boolean GridCollision {: .copyable aria-label='Variables' }

HeightModifier {: aria-label='Variables' }

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

HomingStrength {: aria-label='Variables' }

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

Multiplier on normal homing strength. Unused if SMART bullet flag is not set.

Color {: aria-label='Variables' }

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Color Color {: .copyable aria-label='Variables' }

PositionOffset {: aria-label='Variables' }

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Vector PositionOffset {: .copyable aria-label='Variables' }

Scale {: aria-label='Variables' }

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

Spread {: aria-label='Variables' }

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

For quad/quint/etc spread shots.

TargetPosition {: aria-label='Variables' }

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Vector TargetPosition {: .copyable aria-label='Variables' }

Variant {: aria-label='Variables' }

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

VelocityMulti {: aria-label='Variables' }

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

WiggleFrameOffset {: aria-label='Variables' }

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

Used to offset the wiggle wave.

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