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 [2022/12/24 19:15]
FreedTerror
move:projectiles [2022/12/24 20:01]
FreedTerror
Line 31: Line 31:
 **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.
  
-**Mirror On Right Side:** +**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.
Line 43: Line 43:
 **Weight:** A positive value will cause the projectile to fall. A negative value will cause the projectile to rise. **Weight:** A positive value will cause the projectile to fall. A negative value will cause the projectile to rise.
  
-**Limit Multicasting:** +**Limit Multicasting:** If enabled, you can place restrictions on projectiles. 
-  *Only This Projectile: +  * **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:+  * **On Screen Limit:** How many projectiles can be active at once.
  
 ==== Hit Area ==== ==== Hit Area ====
Line 80: Line 80:
  
 **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.
  
  
Line 98: Line 98:
  
 **Apply Different Air Force:** If enabled, how far should it push the opponent when hit in the air. **Apply Different Air Force:** If enabled, how far should it push the opponent when hit in the air.
-  * Applied Force (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. **Apply Different Block Force:** If enabled, how far should it push the opponent when hit on block.
-  * Applied Force (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.
Line 123: Line 123:
   * **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:**  +**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:+  *Camera Bounds Offset: The offset of the camera's bounds. Use this to change where the projectile gets destroyed.
  
 ==== Damage Options ==== ==== Damage Options ====
Line 135: Line 135:
 **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:**+**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