mod参数/projectile
life:
值 | |
描述 | "How long till this projectile gets removed if it hasn't hit a target, 300 might be a good starting point, change depending on speed and range" |
deflectionPower:
值 | float |
描述 | Defaults to 1. Energy needed for laser defence to deflect. -1 to disable deflection (only disable for special weapons like flames) |
explodeOnEndOfLife
值 | bool |
描述 | Default to false. True to explode at end of life with all side effects and area damage instead of disappearing. Good for making area-denial weapons. |
autoTargetingOnDeadTarget:
值 | bool |
描述 | Retarget to nearby unit if target dies while in transit |
autoTargetingOnDeadTargetRange
值 | int |
描述 | The range which it will select a new target if old target has died |
autoTargetingOnDeadTargetLead
值 | float |
描述 | The lead it will try to have on the new target |
unloadUpToXUnitsFromSource
值 | int |
描述 | "Unload X units from source unit, to projectile explode location" |
teleportSource
值 | bool |
描述 | Move unit that shot this projectile to projectile explode location |
spawnUnit
值 | unit types |
描述 | Spawn new units of this type at projectile explode location |
spawnProjectilesOnEndOfLife
值 | projectile ref |
描述 | "Spawns new projectiles on end of life, useful for secondary projectiles" |
spawnProjectilesOnExplode
值 | projectile ref |
描述 | Projectiles to spawns when this projectile hits it's target |
spawnProjectilesOnCreate
值 | |
描述 | "Spawns projectiles on creation of this projectile, useful for making true shotgun-like projectile spread" |
convertHitToSourceTeam
值 | bool |
描述 | Convert units hit to the team that fired this projectile. Useful to make capturing systems |
tags
值 | tags |
描述 | Useful for projectile interceptions (e.g. Nuke and Anti-Nuke Interaction) |
flameWeapon:
值 | bool |
描述 | Generates small flames on hit (only cosmetic) |
delayedStartTimer
值 | float |
描述 | Hide for x time before showing and updating effect. |
directDamage:
值 | int |
描述 | Damage to target unit on hit. Does not work with targetGround:true as it won't have a clear unit to target |
areaDamage:
值 | int |
描述 | "Damages on arrival of target with an area effect, use areaRadius to adjust size of damage. targetGround needs this to damage" |
areaRadius:
值 | float |
描述 | How wide areaDamage effects. Note this drops off (unless areaDamageNoFalloff is used) |
areaDamageNoFalloff
值 | bool |
描述 | Removes the falloff from areaDamage |
areaRadiusFromEdge
值 | bool |
描述 | Applies damage from edge of units instead of center. Mostly effects large units. |
areaExpandTime
值 | float |
描述 | Applies area damage as an expanding blast wave rather than instantly. Useful for nuke projectiles |
areaHitAirAndLandAtSameTime
值 | bool |
描述 | Defaults to false |
areaHitUnderwaterAlways
值 | bool |
描述 | Defaults to false |
areaIgnoreUnitsCloserThan
值 | int |
描述 | Units closer than this range aren't effected. Rarely needed. Not recommended for normal projectiles. |
buildingDamageMultiplier
值 | float |
描述 | Defaults to 1 |
shieldDamageMultiplier
值 | float |
描述 | Defaults to 1. 0 to do no damage to shields and 2 to do double damage |
shieldDefectionMultiplier
值 | float |
描述 | Defaults to 1. The amount of shield to bypass. 0 to ignore shields and directly damage hull |
hullDamageMultiplier
值 | float |
描述 | Defaults to 1. Can be used to create EMP weapons that affect shields only. 0 to ignore hull and only damage shields |
ignoreParentShootDamageMultiplier
值 | bool |
描述 | Sets whether multipliers are applied or not regardless of multipliers set in attack or setUnitStats |
armourIgnoreAmount
值 | int |
描述 | Amount of armour to ignore on target and do damage as if this armour was not there |
friendlyFire
值 | bool/string |
描述 | Lets area effect projectiles damage own team units (can't damage allies). Useful for nuke-like weapons |
mutatorX_ifUnitWithTags
值 | tags |
描述 | Applies mutators to this projectile if target has corresponding tags |
mutatorX_ifUnitWithoutTags
值 | tags |
描述 | "Same as ifUnitWithTags, but applies if target doesn't have the set tags" |
mutatorX_directDamageMultiplier
值 | float |
描述 | Changes directDamage. Defaults to 1. Be careful not to confuse players using this as the effect may not be clear. Use amour instead when possible. Replace X with desired name |
mutatorX_areaDamageMultiplier
值 | float |
描述 | Same as directDamageMultiplier but for areaDamage. Defaults to 1. |
mutatorX_changedExplodeEffect
值 | effect |
描述 | Change explode effect if this mutator is active. Eg make a bounce off amour effect. Helps to make the damage change more clear to players (Doesn't work with targetGround.) |
mutatorX_addResourcesDirectHit
值 | resource |
描述 | Add resource to all direct hit units. Warning: Be careful not be break units from other mods by adding random resources or energy to them that they don't expect. |
mutatorX_addResourcesAreaHit
值 | resource |
描述 | Add resource to all area hit units. Warning: Be careful not be break units from other mods by adding random resources or energy to them that they don't expect. |
targetGround
值 | bool |
描述 | "Target ground, and don't home in on target. Note: only areaDamage is applied if targeting ground." |
targetGround_includeTargetHeight
值 | bool |
描述 | Default false. for area affect AA weapons |
targetGroundHeightOffset
值 | float |
描述 | Default 0. for shooting over or under a target. Useful for projectiles that split and rain down. |
speed:
值 | float |
描述 | Projectile default travel speed |
targetSpeed:
值 | float |
描述 | Accelerate to this speed |
targetSpeedAcceleration
值 | float |
描述 | Controls the speed rampup for targetSpeed |
ballistic:
值 | bool |
描述 | "Makes projectiles fly up into the air and come down, instead of going in a straight line" |
ballistic_delaymove_height:
值 | float |
描述 | Sets up to how high the rise is delayed before completing the curve |
ballistic_height:
值 | float |
描述 | Sets the height of the ballistic curve of the projectile |
targetGroundSpread:
值 | float |
描述 | Randomly makes the shot inaccurate by this amount. Also used by weapons like the flamethrower |
speedSpread:
值 | float |
描述 | Randomly change the starting projectile speed by this amount |
instant
值 | bool |
描述 | Hit target instantly |
instantReuseLast:
值 | bool |
描述 | "Recycles last projectile fired, only one projectile ever exists. Can turn lasers into beam weapons by using lower rate of fire and setting this to true" |
instantReuseLast_alsoChangeTurretAim
值 | bool |
描述 | "Make turret's aim include last projectile's spread and sweep offsets, useful for beam weapons" |
instantReuseLast_keepAreaDamageList
值 | bool |
描述 | Default false. Keeping the list was the normal behaviour in 1.13 making area damage not apply a second time but this is not useful. Use this only if you want the old behaviour. |
interceptProjectile_removeTargetLifeOnly
值 | bool |
描述 | Defaults to false. When false projectiles are just removed. Could be true to make hit projectiles explode or split when hit |
disableLeadTargeting
值 | bool |
描述 | Disable the lead targeting calculations when aiming at a moving target. Defaults false. |
leadTargetingSpeedCalculation
值 | float |
描述 | The expected speed of this projectile for targetGround lead target calculation. Defaults to 'targetSpeed' if set otherwise 'speed'. |
initialUnguidedSpeedHeight
值 | |
描述 | Sets vertical speed for projectiles with targetGround. Use gravity to make smooth arching projectiles. Better have gravity value slightly slower than this key to produce the arches. |
gravity:
值 | |
描述 | Controls the pull for projectiles that target ground. Use together with initialUnguidedSpeedHeight |
turnSpeed
值 | float |
描述 | "Limits the turn speed of a projectile, making them inaccurate even with directDamage. Zero value will make it act like if targetGround is set true, but air target friendly option." |
wobbleAmplitude
值 | float |
描述 | How wide the projectile will wobble |
wobbleFrequency
值 | float |
描述 | How often the projectile will wobble |
pushForce
值 | float |
描述 | Push (or pull with a negative value) the units that get hit. Divided by target mass |
pushVelocity
值 | float |
描述 | Push (or pull with a negative value) the units that get hit. Ignores target mass |
moveWithParent
值 | bool |
描述 | Move projectile as parent moves. Useful for beam effects that need to stick to source turret. |
sweepOffset
值 | float |
描述 | Useful for beam effects. |
sweepOffsetFromTargetRadius
值 | float |
描述 | Add to sweep offset by factor of target's radius. 0.4 would be 40% |
sweepSpeed
值 | float |
描述 | Useful for beam effects. |
retargetingInFlight
值 | bool |
描述 | "Can retarget a new target mid-flight, perfect for flak-style weapons and projectiles that collide" |
retargetingInFlightSearchDelay
值 | float/time |
描述 | How long between searching for new targets. Default 5 |
retargetingInFlightSearchRange
值 | int |
描述 | Range which targets are reselected. Default 120 |
retargetingInFlightSearchLead
值 | float |
描述 | The lead of the projectile to try to hit the target. Default 15 |
retargetingInFlightSearchOnlyTags
值 | tag ref |
描述 | Only retarget units with these tags |
color
值 | color |
描述 | Recolors this projectile using a hex value. |
invisible
值 | bool |
描述 | "When true, the projectile is not rendered but still functional." |
image:
值 | file (image) |
描述 | Use custom image. Overrides drawType and frame |
drawType
值 | int |
描述 | Built-in image to use. 0:projectiles.png 1:projectiles_large.png 2:projectiles2.png. Refer to end of sheet for the projectile images. |
drawSize:
值 | float |
描述 | Scale image. Defaults to 1 |
frame
值 | int |
描述 | "Built-in image frame to use, starts at zero." |
hitSound:
值 | bool |
描述 | Default true |
explodeEffect
值 | effect ref list |
描述 | Produces the specified effects upon explosion. |
explodeEffectOnShield
值 | effect ref list |
描述 | Use this effect if shield is active on target |
teamColorRatio
值 | float |
描述 | Mix 0-1 of team colour into color field |
teamColorRatio_sourceRatio
值 | float |
描述 | default is (1-teamColorRatio). Keep more of color when mixing. Note this might saturate colors. |
drawUnderUnits
值 | bool |
描述 | "If true, renders the projectile under units. Great for torpedos." |
effectOnCreate
值 | effect ref list |
描述 | Produces specified effects upon creation of the projectile. |
shouldRevealFog
值 | bool |
描述 | Reveal fog to player on explode |
alwaysVisibleInFog
值 | bool |
描述 | Renders the projectile even when fog is present |
nukeWeapon
值 | bool |
描述 | "Shows on mini-map when fired. Some other side effects as well, like nuke explosion effect" |
trailEffect
值 | bool/effect |
描述 | "true for built-in defaults, but can also point to any custom effects" |
trailEffectRate
值 | float |
描述 | Defaults to 3 |
lightCastOnGround
值 | bool |
描述 | Renders light under the projectile |
lightSize:
值 | float |
描述 | lightSize: 1.5 |
lightColor
值 | color |
描述 | Sets the color of the light emitted by the projectile. |
largeHitEffect:
值 | bool |
描述 | Creates a large explosion and accompanying sound on hit (only cosmetic) |
lightingEffect:
值 | bool |
描述 | Draw as lighting works best with instant:true |
laserEffect:
值 | bool |
描述 | Draw as laser works best with instant:true |
beamImage
值 | file (image) |
描述 | "Image to use for beam and laser effect type projectiles. Image is repeated vertically depending on the distance to target. Beam image should be 20 pixels or longer. Width does not matter, only the height." |
beamImageOffsetRate
值 | float |
描述 | Sets how fast the beam image moves towards or away from the target |
beamImageStart
值 | file (image) |
描述 | Sprite for the origin point of the custom beam |
beamImageStartRotated
值 | bool |
描述 | Defaults false. True to rotate with turret angle |
beamImageEnd
值 | file (image) |
描述 | Sprite for the end point of the custom beam |
beamImageEndRotated
值 | bool |
描述 | Defaults false |