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move:projectiles [2014/01/30 02:06] Mistermind |
move:projectiles [2022/12/25 00:06] (current) FreedTerror |
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====== Projectiles ====== | ====== Projectiles ====== | ||
Casts a projectile with the following options | Casts a projectile with the following options | ||
- | |||
- | {{ : | ||
**Casting Frame:** When during the move the should the projectile be created. | **Casting Frame:** When during the move the should the projectile be created. | ||
+ | |||
+ | ==== Prefabs ==== | ||
**Projectile Prefab:** Drag a game prefab to represent the projectile. | **Projectile Prefab:** Drag a game prefab to represent the projectile. | ||
**Impact Prefab:** A game prefab that is created upon projectile impact. | **Impact Prefab:** A game prefab that is created upon projectile impact. | ||
- | **Body Part Origin:** Where in the character the projectile | + | **Impact Duration (seconds):** Time until the Impact Prefab |
- | **Projectile Type:** Rather | + | **Preview** Click this button to preview the projectile. |
- | **Speed:** The speed in witch the projectile will fly. | + | {{ :move: |
- | **Direction (Angle):** Select | + | ---- |
+ | |||
+ | ==== Casting Options ==== | ||
+ | **Body Part Origin:** Where on the character | ||
+ | |||
+ | **Spawn Position:** Which Custom Hitbox | ||
+ | |||
+ | **Ignore z axis variation: | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | **Casting Offset:** Offset the casting position relative to the bodypart origin. | ||
**Duration (Seconds): | **Duration (Seconds): | ||
- | **Projectile Collision:** Should this projectile | + | **Mirror On Right Side:** If enabled, the projectile |
- | **Off Set:** The offset position | + | **Speed:** The speed of the projectile. |
- | **Total Hits:** If this projectile | + | **Direction (Angle):** Select the angle the projectile |
- | **Push Force:** When the projectile | + | **Apply Gravity:** If enabled, gravity will be applied to the projectile. |
- | **Hit Radius:** The radius | + | **Force Applied:** The amount of force applied to the projectile. Use this to move the projectile. |
+ | |||
+ | **Weight:** A positive value will cause the projectile to fall. A negative value will cause the projectile to rise. | ||
+ | |||
+ | **Limit Multicasting: | ||
+ | * **Only This Projectile: | ||
+ | * **On Screen Limit:** How many projectiles can be active at once. | ||
+ | |||
+ | ==== Hit Area ==== | ||
+ | |||
+ | **Shape:** Select between //circle// and // | ||
+ | |||
+ | (Circle) | ||
+ | |||
+ | (Rectangle) **Rectangle: | ||
+ | |||
+ | (Rectangle) **Follow Projectile Bounds (X/Y):** If enabled, the rectangle will follow the render bounds of the projectile prefab. | ||
+ | |||
+ | |||
+ | ==== Blockable Area ==== | ||
+ | **Unblockable: | ||
+ | |||
+ | **Shape:** Select between //circle// and // | ||
+ | |||
+ | (Circle) **Hit Radius\Offset: | ||
+ | |||
+ | (Rectangle) **Rectangle: | ||
+ | |||
+ | (Rectangle) **Follow Projectile Bounds (X/Y):** If enabled, the rectangle will follow the render bounds of the projectile prefab. | ||
- | **Hit Strength:** Set what kind of hit this is based on your [[global: | ||
- | **Hit Type:** Determine the hit conditions for this projectile | + | ==== Hit Conditions ==== |
- | * High Low: Can be blocked high (standing) or low (crouching). | + | **Hit Projectiles:** Should |
- | * Low: Can only be blocked low. | + | |
- | * Overhead: Can only be blocked high. Its recommended to always use this for air moves. | + | |
- | * Launcher: Can be blocked high or low. If hit, sets the opposing character direct into juggle animation. | + | |
- | * Knockdown: Instantly send the opponent into falling/ | + | |
- | * High Knockdown: Instantly send the opponent into '' | + | |
- | * High Low Knockdown: Instantly send the opponent into '' | + | |
- | * Sweep: Instantly send the opponent into '' | + | |
- | * Knock Back: Instantly send the opponent into '' | + | |
**Hit ground opponent:** If toggled on, this projectile can strike opponents that are on the ground (but not knockdown) | **Hit ground opponent:** If toggled on, this projectile can strike opponents that are on the ground (but not knockdown) | ||
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**Hit down opponent:** If toggled on, this projectile can strike knocked down opponents. Make sure you have [[global: | **Hit down opponent:** If toggled on, this projectile can strike knocked down opponents. Make sure you have [[global: | ||
- | \\ | + | **Hit Type:** Determine the hit conditions for this move to be blockable or trigger a different animation. |
- | ==== Damage Options ==== | + | * **High Low**: Can be blocked high (standing) or low (crouching). |
+ | * **Low**: Can only be blocked low. | ||
+ | * **Overhead**: | ||
+ | * **Launcher**: | ||
+ | * **High Knockdown**: | ||
+ | * **Mid Knockdown**: | ||
+ | * **Knock Back**: Instantly send the opponent into '' | ||
+ | * **Sweep**: Instantly send the opponent into '' | ||
+ | |||
+ | ==== Collision Options ===== | ||
+ | **Total Hits:** If this projectile can hit multiple times, set them here. | ||
+ | |||
+ | **Space Between Hits:** If the projectile has more than 1 one hit, how much interval between each hit should it hit again. Example: Selecting High will put more time between hits. | ||
+ | |||
+ | **Push Force:** When the projectile hits, how far should it push the opponent. | ||
+ | |||
+ | **Apply Different Air Force:** If enabled, how far should it push the opponent when hit in the air. | ||
+ | * **Applied Force (Air):** When the projectile hits, how far should it push the airborne opponent. | ||
+ | |||
+ | **Apply Different Block Force:** If enabled, how far should it push the opponent when hit on block. | ||
+ | * **Applied Force (Block):** When the projectile hits, how far should it push the blocking opponent. | ||
+ | |||
+ | **Obey Directional Hit:** When the projectile hits, the forces applied will obey the opponent position in relation to the caster. | ||
+ | |||
+ | **Display Hit Effects on Strike:** If disabled the standard effect from '' | ||
+ | |||
+ | **Hit Strength:** Set what kind of hit this is based on your [[global: | ||
+ | |||
+ | **Armor Breaker:** If enabled, this projectile will ignore any armor the opposing move has. | ||
+ | |||
+ | **Fix Rotation:** | ||
+ | |||
+ | **Override Hit Effect:** If enabled, it will replace the default hit effect by the one selected in the panel below this option. | ||
+ | * **Particle Effect:** The particle effect that is fired when the character gets hit. | ||
+ | * **Effect Duration:** Time before effect prefab is destroyed. | ||
+ | * **Sound Effect:** Sound effect that will play during hit. | ||
+ | * **Freezing Time:** The game will freeze for a very brief moment (in seconds) when a hit connects. | ||
+ | * **Animation Speed (%):** On hit, the animation speed of both characters will be set for this value. | ||
+ | * **Shake Character On Hit:** During the freezing time, the character can shake very slightly giving a more convincing hit effect. | ||
+ | * **Shake Camera On Hit:** To make the hit more impacting, you can also set the camera to shake slightly during freezing time. | ||
+ | * **Shake Density:** How much shake will be applied to the camera and character during freezing time. | ||
+ | |||
+ | **Destroy When Off Camera:** If enabled, the projectile will be destroyed if it goes past the camera' | ||
+ | * **Camera Bounds Offset:** The offset of the camera' | ||
+ | |||
+ | ==== Damage Options ==== | ||
**Damage Type:** Set if the damage is in points or percentage. | **Damage Type:** Set if the damage is in points or percentage. | ||
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**Damage on Block:** Damage caused on block. | **Damage on Block:** Damage caused on block. | ||
- | **Damage Scaling: | + | **Damage Scaling: |
- | \\ | + | **Hit Doesn' |
- | ==== Hit Stun Options ==== | + | |
+ | ==== Hit Stun Options ==== | ||
**Reset Hit Stun:** If you are using [[global: | **Reset Hit Stun:** If you are using [[global: | ||
- | **Frame Advantage | + | **Hit Stun on Hit: |
- | A positive number means how many frames faster than your opponent you will recover after successfully | + | |
- | | + | **Hit Stun on Block:** The amount of frames |
- | you after being hit. | + | |
+ | |||
+ | ==== Move Override ==== | ||
+ | **On Strike**: If the projectile hits the opponent, override whatever the caster is doing with this move. | ||
+ | |||
+ | **On Block**: If the projectile hits the opponent while they are blocking, override whatever the caster is doing with this move. | ||
+ | |||
+ | **On Parry**: If the opponent | ||
+ | |||
+ | **Force Grounded:** Immediately pulls the character (caster) back to the ground on hit. | ||
- | **Frame Advantage on Block:** If positive, after this move animation ends, the opposing character will remain in block stun for this amount of frames. For more information about frame advantage, check out this [[http:// | ||
- | \\ | ||
---- | ---- | ||
Code example: | Code example: |