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move:projectiles [2016/01/18 02:51]
Mistermind
move:projectiles [2022/12/24 20:01]
FreedTerror
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 **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 a child in the prefab.  In this case, just select the child in the hierarchy and it will appear. **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 a child in the prefab.  In this case, just select the child in the hierarchy and it will appear.
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 {{ :move:move_projectiles3.png?nolink |}} {{ :move:move_projectiles3.png?nolink |}}
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 ==== Casting Options ==== ==== Casting Options ====
 **Body Part Origin:** Where on the character the projectile is created. **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. **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.
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 **Casting Offset:** Offset the casting position relative to the bodypart origin. **Casting Offset:** Offset the casting position relative to the bodypart origin.
 +
 +**Duration (Seconds):** How long the projectile will last on screen before self destruct.
 +
 +**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.
  
 **Speed:** The speed of the projectile. **Speed:** The speed of the projectile.
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 **Direction (Angle):** Select the angle the projectile will be fired at. 0 is forward. **Direction (Angle):** Select the angle the projectile will be fired at. 0 is forward.
  
-**Duration (Seconds):** How long the projectile will last on screen before self destruct.+**Apply Gravity:** If enabled, gravity will be applied to the projectile.
  
 +**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:** 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 ==== ==== Hit Area ====
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 **Shape:** Select between //circle// and //rectangle//. **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).+(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) **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.+(Rectangle) **Follow Projectile Bounds (X/Y):** If enabled, the rectangle will follow the render bounds of the projectile prefab.
  
  
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 **Shape:** Select between //circle// and //rectangle//. **Shape:** Select between //circle// and //rectangle//.
  
-(circle) **Hit Radius\Offset:** The radius and offset of the projectile's blockable area.+(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) **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.+(Rectangle) **Follow Projectile Bounds (X/Y):** If enabled, the rectangle will follow the render bounds of the projectile prefab.
  
  
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 **Hit Type:** Determine the hit conditions for this move to be blockable or trigger a different animation. **Hit Type:** Determine the hit conditions for this move to be blockable or trigger a different animation.
-  * High Low: Can be blocked high (standing) or low (crouching). +  * **High Low**: Can be blocked high (standing) or low (crouching). 
-  * Low: Can only be blocked low. +  * **Low**: Can only be blocked low. 
-  * Overhead: Can only be blocked high. Its recommended to always use this for air moves. +  * **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. +  * **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. +  * **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. +  * **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. +  * **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.+  * **Sweep**: Instantly send the opponent into ''Get Hit Sweep'' animation. This hit can only be blocked low.
  
  
 ==== Collision Options ===== ==== Collision Options =====
 **Total Hits:** If this projectile can hit multiple times, set them here. **Total Hits:** If this projectile can hit multiple times, set them here.
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-{{ :move:move_projectiles2.png?nolink|}} 
  
 **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. **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. **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. **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. **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. **Armor Breaker:** If enabled, this projectile will ignore any armor the opposing move has.
  
-**Hit Strength:** Set what kind of hit this is based on your [[global:hiteffects|hit effect]] options.+**Fix Rotation:**
  
 **Override Hit Effect:** If enabled, it will replace the default hit effect by the one selected in the panel below this option. **Override Hit Effect:** If enabled, it will replace the default hit effect by the one selected in the panel below this option.
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   * **Shake Camera On Hit:** To make the hit more impacting, you can also set the camera to shake slightly during freezing time.   * **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.   * **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 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 Scaling:** Whether or not damage is scaled down based on [[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 ====
move/projectiles.txt · Last modified: 2022/12/25 00:06 by FreedTerror