Explosion
Revision as of 22:02, 20 June 2009 by imported>Cipscis (Fixed typo - it's -> its; linkified reference to GetSelf)
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.
New in 1.5:
- Placed Impact Object: Object placed at the point of the explosion.
Notes
- An explosion's orientation if "Always uses world orientation" is not checked depends on the type of projectile that created it. A beam will create an explosion normal to the surface it hits, a missile will create an explosion at right angles to its angle of incidence.
- RefIDs assigned to explosions will be marked for deletion once the explosion has run its course.
- Placed Impact Objects with scripts behave oddly. Their scripts will run but they will not return values for GetSelf.