![]() ![]() Transform data for the Projectile in world space. ![]() If true, the Projectile is automatically destroyed when it hits something, unless it has bounces remaining. Magnitude of acceleration towards the target. Homing targets are meant to be used with spawned projectiles and will not work with weapons. The projectile accelerates towards its target. A value of zero will make it shaped like a Sphere. If combined with bounces, all piercesRemaining are spent before bouncesRemaining are counted. A piercing Projectile loses no velocity when going through objects, but still fires the impactEvent event. Number of objects that will be pierced before it dies. Default 10.ĭetermines if the Projectile should bounce off players or be destroyed, when bouncesRemaining is used. Number of bounces remaining before it dies. Negative drag will cause the Projectile to accelerate. Important for homing Projectiles (try a value around 5). Zero can be used to make a Projectile go in a straight line.ĭeceleration. Reference to the Ability from which the Projectile was created.Ĭentimeters per second movement. This will also change the color of the Projectile if teams are being used in the game. Setting this property ensures the Projectile does not impact the owner or their allies. To spawn a Projectile, use Projectile.Spawn(). Projectile is a specialized Object which moves through the air in a parabolic shape and impacts other objects.
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