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Class "ProjectileParams"⚓︎

Info

This class can be accessed by using its constructor:

Example Code
1
local myProjectileParams = ProjectileParams()

Constructors⚓︎

Projectile·Params ()⚓︎

ProjectileParams ProjectileParams ( )⚓︎


Variables⚓︎

Acceleration⚓︎

float Acceleration⚓︎


Bullet·Flags⚓︎

int BulletFlags⚓︎


Change·Flags⚓︎

int ChangeFlags⚓︎

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


Change·Timeout⚓︎

int ChangeTimeout⚓︎

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


Change·Velocity⚓︎

float ChangeVelocity⚓︎

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


Circle·Angle⚓︎

float CircleAngle⚓︎

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


Color⚓︎

Color Color⚓︎


Curving·Strength⚓︎

float CurvingStrength⚓︎

Use very small values for curving like 0.005.


Depth·Offset⚓︎

float DepthOffset⚓︎


Dot·Product·Limit⚓︎

float DotProductLimit⚓︎

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


Falling·Accel·Modifier⚓︎

float FallingAccelModifier⚓︎


Falling·Speed·Modifier⚓︎

float FallingSpeedModifier⚓︎


Fire·Direction·Limit⚓︎

Vector FireDirectionLimit⚓︎


Grid·Collision⚓︎

boolean GridCollision⚓︎


Height·Modifier⚓︎

float HeightModifier⚓︎


Homing·Strength⚓︎

float HomingStrength⚓︎

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


Position·Offset⚓︎

Vector PositionOffset⚓︎


Scale⚓︎

float Scale⚓︎


Spread⚓︎

float Spread⚓︎

For quad/quint/etc spread shots.


Target·Position⚓︎

Vector TargetPosition⚓︎


Variant⚓︎

int Variant⚓︎


Velocity·Multi⚓︎

float VelocityMulti⚓︎


Wiggle·Frame·Offset⚓︎

int WiggleFrameOffset⚓︎

Used to offset the wiggle wave.



Last update: April 26, 2024