Difference between revisions of "Projectile"

515 bytes added ,  07:40, 10 November 2010
imported>MadCat221
imported>JT
 
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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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***'''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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