User Tools

Site Tools


move:projectiles

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Last revision Both sides next revision
move:projectiles [2014/03/04 00:32]
Mistermind
move:projectiles [2022/12/24 20:01]
FreedTerror
Line 1: Line 1:
 ====== Projectiles ====== ====== Projectiles ======
 Casts a projectile with the following options Casts a projectile with the following options
- 
-{{ :move:move_projectiles.jpg?nolink|}} 
  
 **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 is created.+**Impact Duration (seconds):** Time until the Impact Prefab is destroyed.
  
-**Projectile Type:** Rather if its shot or a beamUFE has currently no distinction between the two.+**Preview**  Click this button to preview the projectile.  Cyan hitbox is the impact, Dark Blue hitbox is the blockable area.  Note: your projectile may not appear if the particle effect is child in the prefab In this case, just select the child in the hierarchy and it will appear.
  
-**Speed:** The speed in witch the projectile will fly.+{{ :move:move_projectiles3.png?nolink |}}
  
-**Direction (Angle):** Select the angle the projectile will be fired at. is forward.+---- 
 + 
 +==== Casting Options ==== 
 +**Body Part Origin:** Where on the character the projectile is created. 
 + 
 +**Spawn Position:** Which Custom Hitbox will the projectile be created at. 
 + 
 +**Ignore z axis variation:** If enabled, projectile is always cast with the same z position as the characters.  Enable this for more accurate alignment and consistent hitbox behavior, especially if your camera tends to rotate a lot or has wide perspective. 
 + 
 +{{ :move:move_projectiles1.png?nolink|}} 
 + 
 +**Casting Offset:** Offset the casting position relative to the bodypart origin.
  
 **Duration (Seconds):** How long the projectile will last on screen before self destruct. **Duration (Seconds):** How long the projectile will last on screen before self destruct.
  
-**Projectile Collision:** Should this projectile collide with other projectiles?+**Mirror On Right Side:** If enabled, the projectile will have it's Y rotation flipped by 180. The impact prefab will also have it's Y rotation flipped by 180.
  
-**Off Set:** The offset position of the projectile during its creation relative to //body part origin//.+**Speed:** The speed of the projectile.
  
-**Total Hits:** If this projectile can hit multiple times, set them here.+**Direction (Angle):** Select the angle the projectile will be fired at. 0 is forward.
  
-**Space Between Hits:** If the projectile has more then 1 one hit, how much interval between each hit should it hit again. Example: Selecting High will have it cause less hits.+**Apply Gravity:** If enabled, gravity will be applied to the projectile.
  
-**Push Force:** When the projectile hits, how far should it push the opponent.+**Force Applied:** The amount of force applied to the projectile. Use this to move the projectile.
  
-**Hit Radius:** The radius this projectile can hit. For a more consistent hit effect, By default this is set to 0 (hit only detected when the "dot" crosses one of the opponent's hit boxes).+**Weight:** A positive value will cause the projectile to fall. A negative value will cause the projectile to rise. 
 + 
 +**Limit Multicasting:** If enabled, you can place restrictions on projectiles. 
 +  * **Only This Projectile:** If enabled, only this projectile can be active before more can be created. Useful if you only want a character to only have one projectile active at any given time. 
 +  * **On Screen Limit:** How many projectiles can be active at once. 
 + 
 +==== Hit Area ==== 
 + 
 +**Shape:** Select between //circle// and //rectangle//
 + 
 +(Circle) **Hit Radius\Offset:** The radius and offset of the projectile's hurtbox. For a more consistent hit effect, by default radius is set to 0 (hit only detected when the "dot" crosses one of the opponent's hit boxes)
 + 
 +(Rectangle) **Rectangle:** The position and size of the rectangle hurt box relative to the origin of the projectile prefab.  If Follow Projectile Bounds is set below, you can use W and H to adjust the width and height relative to the projectile. 
 + 
 +(Rectangle) **Follow Projectile Bounds (X/Y):** If enabled, the rectangle will follow the render bounds of the projectile prefab. 
 + 
 + 
 +==== Blockable Area ==== 
 +**Unblockable:** If enabled, this projectile is unblockable and this sections options are disabled. 
 + 
 +**Shape:** Select between //circle// and //rectangle//
 + 
 +(Circle) **Hit Radius\Offset:** The radius and offset of the projectile's blockable area. 
 + 
 +(Rectangle) **Rectangle:** The position and size of the rectangle blockable area relative to the origin of the projectile prefab.  If Follow Projectile Bounds is set below, you can use W and H to adjust the width and height relative to the projectile. 
 + 
 +(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:hiteffects|hit effect]] options. 
  
-**Hit Type:** Determine the hit conditions for this projectile to be blockable or trigger a different animation. +==== Hit Conditions ==== 
-  * High Low: Can be blocked high (standing) or low (crouching). +**Hit Projectiles:** Should this projectile collide with other projectiles?
-  * 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/knockdown animation. +
-  * High Knockdown: Instantly send the opponent into ''Get Hit High Knockdown'' animation. This hit can only be blocked high. +
-  * High Low Knockdown: Instantly send the opponent into ''Get Hit High Knockdown'' animation. This hit can be blocked either high or low. +
-  * Sweep: Instantly send the opponent into ''Get Hit Sweep'' animation. This hit can only be blocked low. +
-  * Knock Back: Instantly send the opponent into ''Get Hit Knock Back'' animation. Must apply vertical force for it to work.+
  
 **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)
Line 51: Line 79:
 **Hit down opponent:** If toggled on, this projectile can strike knocked down opponents. Make sure you have [[global:knockdown|knockdown]] hitboxes toggled on. **Hit down opponent:** If toggled on, this projectile can strike knocked down opponents. Make sure you have [[global:knockdown|knockdown]] hitboxes toggled on.
  
-\\ +**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**: 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. 
 +  * **High Knockdown**: Instantly send the opponent into ''Get Hit High Knockdown'' animation. This hit can only be blocked high. 
 +  * **Mid Knockdown**: Instantly send the opponent into ''Get Hit High Knockdown'' animation. This hit can be blocked either high or low. 
 +  * **Knock Back**: Instantly send the opponent into ''Get Hit Knock Back'' animation. Must apply vertical force for it to work. 
 +  * **Sweep**: Instantly send the opponent into ''Get Hit Sweep'' animation. This hit can only be blocked low.
  
 +
 +==== 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'' will not appear.
 +
 +**Hit Strength:** Set what kind of hit this is based on your [[global:hiteffects|hit effect]] options.
 +
 +**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's left or right boundary.
 +  *Camera Bounds Offset: The offset of the camera's bounds. Use this to change where the projectile gets destroyed.
 +
 +==== Damage Options ====
 **Damage Type:** Set if the damage is in points or percentage. **Damage Type:** Set if the damage is in points or percentage.
  
Line 60: Line 133:
 **Damage on Block:** Damage caused on block. **Damage on Block:** Damage caused on block.
  
-**Damage Scaling:** Rather or not should this damage be scaled down based on the hits in a combo. More options available at [[global:combo|Combo Options]].+**Damage Scaling:** Whether or not damage is scaled down based on [[global:combo|Combo Options]].
  
-\\ +**Hit Doesn't Kill:** If enabled, any damage applied by the projectile won't cause the opponent to die.
-==== Hit Stun Options ====+
  
 +==== Hit Stun Options ====
 **Reset Hit Stun:** If you are using [[global:combo|hit stun deterioration]], enable this to reset the stun and  its deterioration value. **Reset Hit Stun:** If you are using [[global:combo|hit stun deterioration]], enable this to reset the stun and  its deterioration value.
  
-**Frame Advantage on Hit:** If positive, after this move animation ends, the opposing character will remain in hit stun for this amount of frames. For more information about frame advantagecheck out this [[http://www.eventhubs.com/guides/2009/feb/17/how-read-frame-data-street-fighter-4/|link]]. To quote Ashn0d from Eventhubs: +**Hit Stun on Hit:** The amount of frames the opponent will remain stunned for after a hit. 
-  A positive number means how many frames faster than your opponent you will recover after successfully + 
-  hitting them with this attackNegative numbers mean how much faster your opponent will recover than +**Hit Stun on Block:** The amount of frames the opponent will remain stunned for after a block. 
-  you after being hit.+ 
 + 
 +==== Move Override ==== 
 +**On Strike**: If the projectile hits the opponentoverride 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 parry this projectile, override whatever the caster is doing with this move. 
 + 
 +**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://www.eventhubs.com/guides/2009/feb/17/how-read-frame-data-street-fighter-4/|link]]. 
  
-\\ 
 ---- ----
 Code example: Code example:
move/projectiles.txt · Last modified: 2022/12/25 00:06 by FreedTerror