Difference between revisions of "Projectile"

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This page refers to the Projectile screen that, in the GECK, is found under Special Effects --> Projectile, not the Projectiles page found under Items --> Ammo --> Projectiles.
=='''Projectile Dialog'''==
=='''Projectile Dialog'''==


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|-
|-
|Beam
|Beam
|Projectile used for energy/beam weapons
|Projectile used for energy/beam weapons, will instantly hit regardless of projectile speed
|-
|-
|Flame
|Flame
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*'''Supersonic:''' - If checked, the sound emanates from the point of the projectile's path closest to the listener (Think bullets whizzing by your head).  If unchecked, the sound emmiter follows the projectile around until it is destroyed (Think rockets flying through the air).  
*'''Supersonic:''' - If checked, the sound emanates from the point of the projectile's path closest to the listener (Think bullets whizzing by your head).  If unchecked, the sound emmiter follows the projectile around until it is destroyed (Think rockets flying through the air).  
*'''''Unlabeled sound button:''''' The name of the sound file to play as projectile flies by.  Click the button to bring up the sound picker.
*'''''Unlabeled sound button:''''' The name of the sound file to play as projectile flies by.  Click the button to bring up the sound picker.
*'''Sound Level:''' Volume of sound (Loud, Normal, Silent).
*'''Sound Level:''' Volume of sound (Loud, Normal, Silent).  Used in detection calculations.
*'''Speed:''' Velocity of the projectile.
*'''Speed:''' Velocity of the projectile.
*'''Gravity:''' How much gravity has an effect on the projectile.
*'''Gravity:''' How much gravity has an effect on the projectile.
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***'''Timer:''' The time that must transpire before explosion occurs.
***'''Timer:''' The time that must transpire before explosion occurs.
***'''Proximity:''' How close a target must be for the explosion to occur.
***'''Proximity:''' How close a target must be for the explosion to occur.
***'''Countdown Sound:'''
***'''Countdown Sound:''' Selects the sound file that plays while the timer is running.
*'''Hitscan:''' If checked, this is a projectile that immediately impacts its target (no art is drawn to screen).
*'''Hitscan:''' If checked, the projectile will instantly ray-trace whether the target is impacted or not without performing in-flight collision detection and ballistic simulation.  The damage will still be delayed according to the projectile speed versus the distance to the target.
*'''Can be Disabled:''' This is used for projectiles that can be deactivated, such as mines.
*'''Can be Disabled:''' This is used for projectiles that can be deactivated, such as mines.
**'''Disable Sound:''' Selects the sound file that plays when a projectile is disabled.
**'''Disable Sound:''' Selects the sound file that plays when a projectile is disabled.
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*'''[[Add Destruction Data]]:''' Button used to add destructible stages to projectile.
*'''[[Add Destruction Data]]:''' Button used to add destructible stages to projectile.


== Notes ==
* If '''Gravity''' is non-zero and '''Hitscan''' is false, the 3D projectile will be simulated in game at all times, rather than just in VATS.
* Regardless of the '''Hitscan''' setting, full ballistic flight modelling is always performed in VATS.


[[Category:Miscellaneous]]
[[Category:Special Effect]]
[[Category:Special Effect]]
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