Spawns a projectile that can be used to create visual effect of shooting/throwing, deal damage or push props.
This part can be found under:
You can easily find it by clicking on the sign and typing projectile.
These settings only control the projectile itself. To change the visuals tweak the outfit part name group/model.
Speed of the projectile. 1 Speed equals the velocity of 1000 units per second.
Adds speed of the owner (player by default) to the projectile.
Controls how quickly the projectile stops moving.
Enables gravity.
Causes the projectile to collide with the world. To collide with players and props physical needs to be enabled.
Uses a sphere collision model instead of a box. Useful when you want projectiles to roll on the ground.
Collision radius of the projectile. Max is 100.
Damage radius of the projectile. Max is 300.
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.
Aims the projectile model in the direction of the projectile.
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.
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.
Creates bullet impact effects (particles, sounds and bullet holes) when the projectile hits something.
The amount of damage dealt by the projectile in the damage radius.
Adds special damage properties to the projectile. These happen on collision and include effects such as being set on fire or healing.
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 | ?? |
Initial spread of the projectile. The bigger the number the more random the shooting direction is.
Delay between triggering and shooting the projectile in seconds.
The maximum number of projectiles present at once when using physical.
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.
How fast the projectile follows its target. Requires physical.
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. |
Radius in which the projectile will look for targets.
The model/group used by the projectile. This defines how the projectile will look like, does not affect the radius or damage radius.
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
Causes the projectile to collide with its owner (player by default). Requires physical.
Removed the projectile when it collides with something. Requires physical.
Name of this part. Keep this unique.
Hides (disables) this part.
Marks this part as explicit. Players using pac_hide_disturbing 1 won't be able to see it.
Parent of this part.
Rotates the projectile part towards a given part of your outfit.
Moves the projectile parts origin to a given bone.
Moves the projectile parts origin on each axis (X, Y, Z).
Rotates the projectile parts origin on each axis (X, Y, Z). The red arrow shows the shooting direction.
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.
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.
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.
These don't affect the projectile at all.