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move:projectiles [2014/10/30 17:13] Justin H. |
move:projectiles [2022/12/25 00:06] (current) FreedTerror |
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**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 ==== | ==== Prefabs ==== | ||
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{{ : | {{ : | ||
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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: | **Ignore z axis variation: | ||
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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): | ||
+ | |||
+ | **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 | + | **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: | ||
+ | * **Only This Projectile: | ||
+ | * **On Screen Limit:** How many projectiles can be active at once. | ||
==== Hit Area ==== | ==== Hit Area ==== | ||
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**Shape:** Select between //circle// and // | **Shape:** Select between //circle// and // | ||
- | (circle) **Hit Radius\Offset: | + | (Circle) **Hit Radius\Offset: |
- | (rectangle) **Rectangle: | + | (Rectangle) **Rectangle: |
+ | |||
+ | (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. | ||
==== Blockable Area ==== | ==== Blockable Area ==== | ||
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**Shape:** Select between //circle// and // | **Shape:** Select between //circle// and // | ||
- | (circle) **Hit Radius\Offset: | + | (Circle) **Hit Radius\Offset: |
+ | |||
+ | (Rectangle) **Rectangle: | ||
- | (rectangle) **Rectangle:** The position and size of the rectangle | + | (Rectangle) **Follow Projectile Bounds (X/Y):** If enabled, |
- | (rectangle) **Follow Projectile Bounds (X/Y):** If enabled, the rectangle will follow the render bounds of the projectile prefab. | ||
==== Hit Conditions ==== | ==== Hit Conditions ==== | ||
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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). | + | |
- | * 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 '' | + | |
- | * Mid Knockdown: Instantly send the opponent into '' | + | |
- | * Knock Back: Instantly send the opponent into '' | + | |
- | * Sweep: Instantly send the opponent into '' | + | |
==== 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. | ||
- | |||
- | {{ : | ||
**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. | ||
+ | |||
+ | **Display Hit Effects on Strike:** If disabled the standard effect from '' | ||
**Hit Strength:** Set what kind of hit this is based on your [[global: | **Hit Strength:** Set what kind of hit this is based on your [[global: | ||
+ | |||
+ | **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. | **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' | ||
+ | * **Camera Bounds Offset:** The offset of the camera' | ||
==== Damage Options ==== | ==== Damage Options ==== | ||
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**Damage Scaling:** Whether or not damage is scaled down based on [[global: | **Damage Scaling:** Whether or not damage is scaled down based on [[global: | ||
+ | |||
+ | **Hit Doesn' | ||
==== Hit Stun Options ==== | ==== Hit Stun Options ==== | ||
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**Hit Stun on Block:** The amount of frames the opponent will remain stunned for after a block. | **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. | ||
+ | |||
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