====== Projectiles ====== Casts a projectile with the following options **Casting Frame:** When during the move the should the projectile be created. ==== Prefabs ==== **Projectile Prefab:** Drag a game prefab to represent the projectile. **Impact Prefab:** A game prefab that is created upon projectile impact. **Impact Duration (seconds):** Time until the Impact Prefab is destroyed. **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. {{ :move:move_projectiles3.png?nolink |}} ---- ==== 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. **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. **Direction (Angle):** Select the angle the projectile will be fired at. 0 is forward. **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 ==== **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 Conditions ==== **Hit Projectiles:** Should this projectile collide with other projectiles? **Hit ground opponent:** If toggled on, this projectile can strike opponents that are on the ground (but not knockdown) **Hit air opponent:** If toggled on, this projectile can strike air opponents. **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. * **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 on Hit:** Damage caused on hit. **Damage on Block:** Damage caused on block. **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 ==== **Reset Hit Stun:** If you are using [[global:combo|hit stun deterioration]], enable this to reset the stun and its deterioration value. **Hit Stun on Hit:** The amount of frames the opponent will remain stunned for after a hit. **Hit Stun on Block:** The amount of frames the opponent will remain stunned for after a block. ==== 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 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. ---- Code example: void OnHit(HitBox strokeHitBox, MoveInfo move, CharacterInfo hitter){ foreach(Projectile projectile in move.projectiles){ Debug.Log("Damage:"+ projectile.damageOnHit); } } ---- [[move:start|< Back to Move Editor]]