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missiles [2016/02/07 01:29]
phanjam [IV. a. UNIT SPAWNER]
missiles [2016/02/07 01:34] (current)
phanjam [V. The Missile]
Line 290: Line 290:
 The Properties of the missile are going to determine everything from the way it looks to the way it flies (or scurries across the ground). The Properties of the missile are going to determine everything from the way it looks to the way it flies (or scurries across the ground).
  
-DAMAGE +**DAMAGE** 
-This whole chunk of 4 fields is largely useless. ​ Make sure the values are all set to 0, like they are in Glaive, otherwise the missile will deal damage independent of anything called for in your skill text.  Save the damage modification for your Skill and Affix files.+  ​* ​This whole chunk of 4 fields is largely useless. ​ Make sure the values are all set to 0, like they are in Glaive, otherwise the missile will deal damage independent of anything called for in your skill text.  Save the damage modification for your Skill and Affix files.
  
-EDITOR_ONLY +**EDITOR_ONLY** 
-Modifies the display of your missile while you watch it in the editor window.  ​+  ​* ​Modifies the display of your missile while you watch it in the editor window.  ​
  
-PARTICLES +**PARTICLES** 
-Here's the pretty. ​ These files determine the look of your missile. ​ At the very least, pick a particle for Active, Die and Hit.  Active is the missile itself, Die plays when the missile reaches its maximum range and Hit plays when a missile collides with a unit or object.+  ​* ​Here's the pretty. ​ These files determine the look of your missile. ​ At the very least, pick a particle for Active, Die and Hit.  Active is the missile itself, Die plays when the missile reaches its maximum range and Hit plays when a missile collides with a unit or object.
  
-POSITION +**POSITION** 
-I'm not sure this affects the missile so much.  Unclear as to what it does in-game.+  ​* ​I'm not sure this affects the missile so much.  Unclear as to what it does in-game.
  
-AOE RAIDUS(sic) +**AOE RAIDUS(sic)** 
-Supposedly would define a hit radius that fires when the missile dies or hits.  I've never used this.+  ​* ​Supposedly would define a hit radius that fires when the missile dies or hits.  I've never used this.
  
-APPLY FORCE AFTER X +**APPLY FORCE AFTER X** 
-Determines the delay before the missile begins accelerating.+  ​* ​Determines the delay before the missile begins accelerating.
  
-COLLIDE WITH OBJECTS +**COLLIDE WITH OBJECTS** 
-If false, the missile won't collide with units, making it unable to apply affixes or damage to them.  This can be useful in certain situations, especially if the missile is used purely for aesthetics or to deliver a layout in its MISSILE_DIE or MISSILE_HIT events that you don't want to be blocked by enemy units.+  ​* ​If false, the missile won't collide with units, making it unable to apply affixes or damage to them.  This can be useful in certain situations, especially if the missile is used purely for aesthetics or to deliver a layout in its MISSILE_DIE or MISSILE_HIT events that you don't want to be blocked by enemy units.
  
-COLLIDE WITH WORLD +**COLLIDE WITH WORLD** 
-If false, the missile will pass through the ground and walls which is usually kinda weird.+  ​* ​If false, the missile will pass through the ground and walls which is usually kinda weird.
  
-DAMAGE SCALE/​DAMAGE SOAK SCALE +**DAMAGE SCALE/​DAMAGE SOAK SCALE** 
-Again, these aren't useful. ​ Leave them at 1 and modify your skill'​s damage through the Skill and Affix files.+  ​* ​Again, these aren't useful. ​ Leave them at 1 and modify your skill'​s damage through the Skill and Affix files.
  
-FOLLOW GROUND +**FOLLOW GROUND** 
-This will make your missile act like the flames from Flame Hammer. ​ It will roll/crawl across the ground. ​ This means it can't be fired across gaps.+  ​* ​This will make your missile act like the flames from Flame Hammer. ​ It will roll/crawl across the ground. ​ This means it can't be fired across gaps.
  
-FORCE +**FORCE** 
-Like it says in the description 'Force applied per second'​. ​ Every second, the missile will increase in speed by this amount until it reaches its maximum velocity.+  ​* ​Like it says in the description 'Force applied per second'​. ​ Every second, the missile will increase in speed by this amount until it reaches its maximum velocity.
  
-FRICTION +**FRICTION** 
-Seems to work in almost the opposite fashion of FORCE, slowing the missile until it stops. ​ Values seem to need to be between .02 and .1 for it to not immediately stop the missile. ​ Note:  when the missile stops completely it dies.+  ​* ​Seems to work in almost the opposite fashion of FORCE, slowing the missile until it stops. ​ Values seem to need to be between .02 and .1 for it to not immediately stop the missile. ​ Note:  when the missile stops completely it dies.
  
-FULL VELOCITY +**FULL VELOCITY** 
-Starts the missile at its maximum velocity, which is good for most skills. ​ Removes any need for acceleration time, but still allows for friction to slow the missile down.+  ​* ​Starts the missile at its maximum velocity, which is good for most skills. ​ Removes any need for acceleration time, but still allows for friction to slow the missile down.
  
-GRAVITY +**GRAVITY** 
-In-game, this works differently than in the editor. ​ It will drive your missiles into the ground if they'​re meant to be somewhat linear. ​ It's better if you're making a missile that falls from the sky or arches.+  ​* ​In-game, this works differently than in the editor. ​ It will drive your missiles into the ground if they'​re meant to be somewhat linear. ​ It's better if you're making a missile that falls from the sky or arches.
  
-GROUND OFFSET +**GROUND OFFSET** 
-This is how far above the ground the missile will hover if it either tracks or follows the ground.  ​+  ​* ​This is how far above the ground the missile will hover if it either tracks or follows the ground.  ​
  
-HOMING SPEED +**HOMING SPEED** 
-Is how well a missile homes in on its target. ​ Glaive Throw'​s .25 makes for a pleasing curse as it goes for enemies. ​ Giving a missile a 0 will make it not home.  Giving it a 1 will make it take right turns to get to its target like some cartoonish, heat-seeking missile.+  ​* ​Is how well a missile homes in on its target. ​ Glaive Throw'​s .25 makes for a pleasing curse as it goes for enemies. ​ Giving a missile a 0 will make it not home.  Giving it a 1 will make it take right turns to get to its target like some cartoonish, heat-seeking missile.
  
-MIN FORCE +**MIN FORCE** 
-This is important to set above 0, especially if FULL FORCE is set to false. ​ If your missile ever hits a speed of 0 (from friction or whatever) it will die.  If it starts at 0, it will never go anywhere and will be a useless puff of dust at your feet.+  ​* ​This is important to set above 0, especially if FULL FORCE is set to false. ​ If your missile ever hits a speed of 0 (from friction or whatever) it will die.  If it starts at 0, it will never go anywhere and will be a useless puff of dust at your feet.
  
-MAX DISTANCE +**MAX DISTANCE** 
-This is how far the missile will go before dying. ​ This determines the range on most missile skills and is unaffected by the range set in the skill'​s globals.+  ​* ​This is how far the missile will go before dying. ​ This determines the range on most missile skills and is unaffected by the range set in the skill'​s globals.
  
-MISSILE NAME +**MISSILE NAME** 
-This is a key field. ​ You must specify a name for your missile to be able to link it to a unit spawner. ​ Give it a unique prefix, like OedipusTex suggests so that you never encounter compatibility issues.+  ​* ​This is a key field. ​ You must specify a name for your missile to be able to link it to a unit spawner. ​ Give it a unique prefix, like OedipusTex suggests so that you never encounter compatibility issues.
  
-NUM RICOCHETS +**NUM RICOCHETS** 
-Glaive Throw has this set to 1, meaning that it will retarget after it hits its first target. ​ Once it hits its second target, it dies.+  ​* ​Glaive Throw has this set to 1, meaning that it will retarget after it hits its first target. ​ Once it hits its second target, it dies.
  
-PIERCING +**PIERCING** 
-This means the missile will strike targets without dying, allowing it to hit many enemies along its path.  It will still collide with terrain and die.+  ​* ​This means the missile will strike targets without dying, allowing it to hit many enemies along its path.  It will still collide with terrain and die.
  
-RADIUS/​RADIUS FOR UNITS +**RADIUS/​RADIUS FOR UNITS** 
-These are useful to differentiate sometimes. ​ A large RADIUS can make your missile hit terrain more often. ​ If you want it to have a wide hit radius for units but not get snagged on trees, then make these different values. ​ -1 in RADIUS FOR UNITS will use the same value as in RADIUS.+  ​* ​These are useful to differentiate sometimes. ​ A large RADIUS can make your missile hit terrain more often. ​ If you want it to have a wide hit radius for units but not get snagged on trees, then make these different values. ​ -1 in RADIUS FOR UNITS will use the same value as in RADIUS.
  
-RETARGET ANGLE/​TARGETING ANGLE +**RETARGET ANGLE/​TARGETING ANGLE** 
-These are important to set well.  Directed missiles and ones that have a simple path can get away having a lower targeting angle, but if you create something that spawns a burst of missiles, they usually do better with a larget angle.+  ​* ​These are important to set well.  Directed missiles and ones that have a simple path can get away having a lower targeting angle, but if you create something that spawns a burst of missiles, they usually do better with a larget angle.
  
-TARGET POSITION +**TARGET POSITION** 
-Good for grenade-like effects, or missiles that you use to target a burst effect or other layout when they die.+  ​* ​Good for grenade-like effects, or missiles that you use to target a burst effect or other layout when they die.
  
-TRACK GROUND +**TRACK GROUND** 
-I assume this works similarly to FOLLOW GROUND but doesn'​t stick the missile to the ground, allowing it to float, but not cross gaps in terrain.+  ​* ​I assume this works similarly to FOLLOW GROUND but doesn'​t stick the missile to the ground, allowing it to float, but not cross gaps in terrain.
  
-USE OWNER TARGET +**USE OWNER TARGET** 
-This is mostly important for homing missiles. ​ If this is True, the missile will do its best to reach the clicked target. ​ If it's false it will home in on the nearest enemy within its target angle+  ​* ​This is mostly important for homing missiles. ​ If this is True, the missile will do its best to reach the clicked target. ​ If it's false it will home in on the nearest enemy within its target angle.
- +
-VERTICAL AIMING +
-Allows the missile to be sent up or down to different levels, and not just down stairs but off ramparts, cliffs and the like.+
  
 +**VERTICAL AIMING**
 +  * Allows the missile to be sent up or down to different levels, and not just down stairs but off ramparts, cliffs and the like.
  
 ======From OedipusTex====== ======From OedipusTex======
missiles.txt · Last modified: 2016/02/07 01:34 by phanjam