projectile
Vars | |
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 |
Procs | |
fly | Flies 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