part:projectile

Projectile

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.

  • 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.
  1. Add Advanced > Projectile to your oufit
  2. Add a Group or Model part and give it a unique name
  3. Put the name into the outfit part name field
  4. Aim the red positional arrow in the direction you want your projectile to go
  5. Use an event to trigger the projectile

These settings only control the projectile itself. To change the visuals tweak the outfit part name group/model.

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. Show damage types table.

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.
TypeEffect
acid??
airboat??
alwaysgib??
armorRestores armor. Requires collide with owner if you want to restore your own armor.
blastExplodes on hit and sets props on fire, seems to have a really weak knock-back, if you need something stronger use explosion.
blast_surfaceSame as blast?
buckshot??
bullet??
burnSets props on fire.
club??
crush??
direct??
dissolveAdds a dissolve effect on death.
dissolve_core_effectDifferent 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??
explosionExplosion with a stronger knock-back effect than blast. Sets props on fire.
fall??
fireSets characters and props in the damage radius on fire.
generic??
healRestores health. Requires collide with owner if you want to restore your own health.
nervegas??
nevergib??
paralyze??
physgun??
plasma??
poison??
prevent_physics_force??
radiation??
removenoragdollDoesn't create a ragdoll on kill.
shockCreates 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.

hitposFollows the hitpos (the spot that you aim at). Radius is not used.
hitpos radiusFollows a point in the direction of your hitpos (the spot that you aim at), at the distance defined by radius.
closest_to_hitposFollows the entity that is the closest to your hitpos (the spot that you aim at) in a given radius.
closest_to_projectileFollows 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.

  • Last modified: 2 years ago
  • by yagira