byond - Modules - TypesVar Details - Proc Details

projectile

Vars

angleDirect angle at firing time, in degrees from BYOND NORTH, used for visual updates and path extension
bound_beamThe beam linked to the projectile. Can be utilized for things like grappling hooks, harpoon guns, tripwire guns, etc..
hit_effect_colorThe flicker that plays when a bullet hits a target. Usually red. Can be nulled so it doesn't show up at all.
projectile_flagsFlags for behaviors of the projectile itself
projectile_override_flagsAdditional ammo flags applied to the projectile
runtime_iff_groupThis is the iff_group
speedHow many turfs per 1ds the projectile travels
time_carryHow much time has the projectile carried for fractional movement, in seconds (delta_time format)
vis_sourceOrigin point for tracing and visual updates
vis_travelledTurfs traveled so far, for use in visual updates, in conjunction with angle for projection

Procs

flyFlies the projectile forward one single turf

Var Details

angle

Direct angle at firing time, in degrees from BYOND NORTH, used for visual updates and path extension

bound_beam

The beam linked to the projectile. Can be utilized for things like grappling hooks, harpoon guns, tripwire guns, etc..

hit_effect_color

The flicker that plays when a bullet hits a target. Usually red. Can be nulled so it doesn't show up at all.

projectile_flags

Flags for behaviors of the projectile itself

projectile_override_flags

Additional ammo flags applied to the projectile

runtime_iff_group

This is the iff_group

speed

How many turfs per 1ds the projectile travels

time_carry

How much time has the projectile carried for fractional movement, in seconds (delta_time format)

vis_source

Origin point for tracing and visual updates

vis_travelled

Turfs traveled so far, for use in visual updates, in conjunction with angle for projection

Proc Details

fly

Flies the projectile forward one single turf