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move:projectiles [2014/03/04 00:32]
Mistermind
move:projectiles [2022/12/25 00:06] (current)
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)
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 **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.
  
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 **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.1393911176.txt.gz · Last modified: 2014/03/04 00:32 by Mistermind