{{tag>projectile part}} {{htmlmetatags> metatag-keywords=(pac3, wiki, part, projectile, damage) metatag-description=(Spawns a projectile to create visual effects or deal damage.) metatag-og:site_name=(wiki.pac3.info) metatag-theme-color=(#3c5b7f) metatag-og:title=(Projectile | Part | PAC3) metatag-og:description=(Spawns a projectile to create visual effects or deal damage.) }} ====== Projectile ====== Spawns a projectile that can be used to create visual effect of shooting/throwing, deal damage or push props. ===== Location ===== This part can be found under: * **Advanced** > [[:part:projectile]] {{page>:includes#location}} \\ \\ {{ :tutorial:part_thumbnails:projectile.webm?327x197direct|}} ===== Limitations ===== * The projectile model is only visual. It does **NOT** affect the collision or damage radius. * Maximum radius is **100**. * Maximum damage radius is **300**. * Maximum mass is **50000**. * Maximum damage is **100000**. * Maximum lifetime is **10**. ===== Usage and examples ===== ==== Basic Projectile ==== - Add **Advanced** > [[:part:projectile]] to your oufit - Add a [[:part:group]] or [[:part:model]] part and give it a unique name - Put the name into the [[#outfit part name]] field - Aim the red positional arrow in the direction you want your projectile to go - Use an event to trigger the projectile ===== Properties ===== {{fa>info?color=#3bb0ff&fw&lg}} These settings only control the projectile itself. To change the visuals tweak the [[#outfit part name]] group/model. ==== Generic ==== == speed == Speed of the projectile. **1** Speed equals the velocity of **1000** units per second. == add owner speed == Adds speed of the owner (player by default) to the projectile. == damping == Controls how quickly the projectile stops moving. == gravity == Enables gravity. == collisions == Causes the projectile to collide with the world. To collide with players and props [[#physical]] needs to be enabled. == sphere == Uses a sphere collision model instead of a box. Useful when you want projectiles to roll on the ground. == radius == Collision radius of the projectile. Max is **100**. == damage radius == Damage radius of the projectile. Max is **300**. == life time == Life time of the projectile in seconds. Controls for how long the projectile stays present before disappearing. \\ E.g. Projectile with a life time of **1** will disappear after **1** second. == aim dir == Aims the projectile model in the direction of the projectile. == sticky == Causes the projectile to stick to surfaces. If [[#sticky]] and [[#bounce]] are enabled at the same time then projectiles will bounce off the world but still stick to props and characters. == bounce == Enables bounciness causing projectiles to bounce off the world/objects. Values under **1** slow down the projectile on each bounce while values above **1** speed it up. == bullet impact == Creates bullet impact effects (particles, sounds and bullet holes) when the projectile hits something. == damage == The amount of damage dealt by the projectile in the [[#damage radius]]. == damage type == Adds special damage properties to the projectile. These happen on collision and include effects such as being set on fire or healing. Effects that are not explained (??) either don't do anything special or I simply have no idea how to use them. If you know anything about them please update the table. ^Type^Effect^ |acid|??| |airboat|??| |alwaysgib|??| |armor|Restores armor. Requires [[#collide with owner]] if you want to restore your own armor.| |blast|Explodes on hit and sets props on fire, seems to have a really weak knock-back, if you need something stronger use [[#explosion]].| |blast_surface|Same as **blast**?| |buckshot|??| |bullet|??| |burn|Sets props on fire.| |club|??| |crush|??| |direct|??| |dissolve|Adds a dissolve effect on death.| |dissolve_core_effect|Different kinds of dissolve effects. Damage is dealt in the [[#damage radius]] but the effects only apply on a direct hit.| |dissolve_energy|:::| |dissolve_heavy_electrical|:::| |dissolve_light_electrical|:::| |dissolve_light_electrical|:::| |drown|??| |drownrecover|??| |energybeam|??| |explosion|Explosion with a stronger knock-back effect than **blast**. Sets props on fire.| |fall|??| |fire|Sets characters and props in the [[#damage radius]] on fire.| |generic|??| |heal|Restores health. Requires [[#collide with owner]] if you want to restore your own health.| |nervegas|??| |nevergib|??| |paralyze|??| |physgun|??| |plasma|??| |poison|??| |prevent_physics_force|??| |radiation|??| |removenoragdoll|Doesn't create a ragdoll on kill.| |shock|Creates sparks on collision if there is a character in the [[#damage radius]].| |slash|??| |slowburn|??| |sonic|??| |vehicle|??| == spread == Initial spread of the projectile. The bigger the number the more random the shooting direction is. == delay == Delay between triggering and shooting the projectile in seconds. == maximum == The maximum number of projectiles present at once when using [[#physical]]. == mass == Mass of the projectile. The bigger the mass the more force is applied to the target on collision, meaning you can push bigger props. Projectiles with high mass and velocity will most likely kill anyone instantly, if you want to make sure that characters are killed by [[#damage]] instead of the projectile itself, set the mass to 1. == attract == How fast the projectile follows its target. Requires [[#physical]]. == attract mode == The target that the projectile is going to follow. |hitpos|Follows the **hitpos** (the spot that you aim at). [[#Radius]] is not used.| |hitpos radius|Follows a point in the direction of your **hitpos** (the spot that you aim at), at the distance defined by [[#radius]].| |closest_to_hitpos|Follows the entity that is the closest to your **hitpos** (the spot that you aim at) in a given [[#radius]].| |closest_to_projectile|Follows the entity that is the closest to the projectile in a given [[#radius]].| == attract radius == Radius in which the projectile will look for targets. == outfit part name == The model/group used by the projectile. This defines how the projectile will look like, does not affect the [[#radius]] or [[#damage radius]]. == physical == Spawns the projectile as a physical object. Allows you to use multiple projectiles at once (limited by [[#maximum]]). Required if you want the projectile to interact with props/characters. Requires pac_sv_projectiles 1 == collide with owner == Causes the projectile to collide with its owner (player by default). Requires [[#physical]]. == remove on collide == Removed the projectile when it collides with something. Requires [[#physical]]. == name == Name of this part. Keep this unique. == hide == Hides (disables) this part. == is explicit == Marks this part as explicit. Players using pac_hide_disturbing 1 won't be able to see it. ===Orientation=== == parent name == Parent of this part. == aim part name == Rotates the projectile part towards a given part of your outfit. == bone == Moves the projectile parts origin to a given bone. == position == Moves the projectile parts origin on each axis (X, Y, Z). == angles == Rotates the projectile parts origin on each axis (X, Y, Z). The red arrow shows the shooting direction. == eye angles == Sets the projectile parts angles based on your eye angles, so the projectile will shoot in the direction you're facing. Set [[#angles]] to (0, 0, 0) for this to work properly. == position offset == Moves the projectile part without moving its origin. Since its not visualized in any way it is hard to know where it actually is so it is better to just use [[#position]]. == angle offset == Rotates the projectile part without rotating its origin. Since its not visualized in any way it is hard to know where it actually is so it is better to just use [[#angles]]. === Appearance === These don't affect the projectile at all.