Difference between revisions of "Explosion"
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imported>Cipscis (→Notes: RefIDs are cleaned up afterwards) |
imported>Syn23 (Removed from Miscellaneous category.) |
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*RefIDs assigned to explosions will be marked for deletion once the explosion has run its course. | *RefIDs assigned to explosions will be marked for deletion once the explosion has run its course. | ||
[[Category:Special Effect]] | [[Category:Special Effect]] |
Revision as of 05:52, 26 March 2009
Explosion Dialog
- ID: Unique identifier for this form.
- Name: Display name.
- Force: The push of the blast.
- Damage: The amount of damage that can be received if standing within the blast radius.
- Radius: This is the radius of the area of influence of the explosion; any rigid body within this radius is pushed, and any reference within it may be damaged.
- IS Radius: Radius of the area that will see the ImageSpace effect.
- Always Uses World Orientation: Whether the blast will be aligned with the ground.
- Ignore LOS Check: Sets the explosion to ignore a line-of-site check to the target.
- Push Explosion Source Ref Only: Select this to have the explosion's force only affect the object itself. Used in destruction data.
- Ignore Imagespace Swap: Overrides close proximity explosion optimization (which removes the blinding flash from explosions).
- Radiation:
- RAD Level: Amount of RADs per second.
- Radius: Size of radiation effect.
- Dissipation Time: Duration of radiation effect.
- Art File: Name of the file that contains the special effect graphic.
- Light: Editor ID of the light used by explosion. Currently unsupported.
- Enchantment: Object Effect that gets applied to explosion.
- Sound 1: Sound effect played during explosion.
- Sound 2: Second sound effect played during explosion.
- IS Mod: The ImageSpace Modifier that plays when explosion occurs.
- Impact Data Set: Sets up the effect the explosion has on its impact with different materials as the blast radiates outward.
- Sound Level: Sets the volume of the explosion for detection purposes.
- Knock Down Living Actors: If checked, blast will knock down actors without necessarily killing them. If unchecked, actors that are not killed by the blast will remain standing.
Notes
- RefIDs assigned to explosions will be marked for deletion once the explosion has run its course.