Missile Object

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Contents

Missile

Description

This Level Object is used to ...

Location

Right-click on an empty space in the Layout Scene Manager and choose Units > Missile from the list.

Properties

Name Type Description Read Only
DAMAGE
DAMAGE TYPE
string
The type of damage to use.
  • All
  • Electric
  • Fire
  • Ice
  • Magical
  • Physical
  • Poison
FORCE
float
Set the Force of the Missile.
MAX PERCENT DAMAGE
float
Set the maximum percent of the damage graph.
MIN PERCENT DAMAGE
float
Set the minimum percent of the damage graph.
EDITOR_ONLY
AOE RADIUS
bool
Set the Area of Effect Radius on or off.
COLLISION RADIUS
bool
Set the Collision Radius on or off.
REPEAT RATE
float
Set the Repeat Rate for firing the Missile in the editor.
PARTICLES
ACTIVE
string
Set the Active Particle.
DIE
string
Set the Die Particle.
HIT
string
Set the Hit Particle.
RELEASE
string
Set the Release Particle.
VISUAL
string
Set the Active Visual.
POSITION
POSITION
CVector3
Position by X, Y, Z world coordinates.
PROPERTIES
AOE DAMAGE SCALE
float
Set the scale of the Area of Effect base damage.
AOE RADIUS
float
Set the Area of Effect Radius.
APPLY FORCE AFTER X
float
Set the force to apply after X seconds.
ARCH DISTANCE
float
The distance the arch will travel. Note: If the value is less then or equal to 0 the distance will be the target position of the Missile.
ARCH HEIGHT
float
The height of the arch the Missile will use.
COLLIDE AFTER X
float
Set the Missile to collide after X Seconds.
COLLIDES WITH OBJECTS
bool
If True the Missile will collide with Units.
COLLIDES WITH WORLD
bool
If True the Missile will collide with the world.
DAMAGE SCALE
float
The scale of the base damage.
DAMAGE SOAK SCALE
float
The scale of the damage soak on impact.
FOLLOW GROUND
bool
If True the Missle must stick to the ground.
FORCE
float
Set the force applied per second.
FRICTION
float
Set the friction of the Missile.
FULL VELOCITY
bool
If True the Missile will start at full velocity.
GRAVITY
float
Set the downward acceleration of the Missile.
GROUND OFFSET
float
Set the vertical offset from the ground if the Missile follows it.
HOME AFTER X SECONDS
float
The amount of time ( in seconds ) before homing kicks in on the Missile.
HOMING SPEED
float
A number between 0.0-1.0 that determines how fast the Missile can turn towards the target. 0 being no follow and 1 being fast follow.
IGNORE SMASHABLES
bool
If True the Missile will ignore Smashables.
MAX DISTANCE
float
Set the distance the Missile is allowed to travel before killing it.
MAX TURN RATE
float
Set the maximum turn rate of the Missile.
MAX VELOCITY
float
Set the maximum velocity of the Missile.
MIN DISTANCE
float
Set the minimum required distance a Missile must travel.
MIN VELOCITY
float
Set the minimum velocity of the Missile.
MISSILE NAME
string
The unique name of the Missile to use for referencing.
NUM RICOCHETS
int
Set the number of ricochets.
PIERCING
bool
If True the Missile will pierce Units.
PLAY HITS
bool
If True the Missile will play the standard hit damage Particles when it hits a Unit.
RADIUS
float
Set the Radius of the Missile.
RADIUS FOR UNITS
float
Set the Unit Collision Radius of the Missile.
RANDOM TURNS BEFORE HOMING
bool
If True random turning in the Missile won't be applied till the homing timer is enabled.
RANDOMIZATION RATE
float
Randomizes the turn rate per second.
RANDOMIZE ON LAUNCH
bool
If True the "Turn Randomization" property will be calculated on launch and not after "Randomization Rate".
RESET DISTANCE ON RICOCHET
bool
If True the distance traveled will be reset on ricochet.
RETARGET
bool
If True the Missile will retarget after a hit. Note: A Unit cannot be hit twice by a Missile.
RETARGET ANGLE
float
The angle to retarget at.
TARGET POSITION
bool
If True the Missile will go to the target and end.
TARGETING ANGLE
float
The angle the Missile can target enemies.
TRACK GROUND
bool
If True the Missile will track the ground.
TURN ACCELERATION
float
Set the turn acceleration of the Missile.
TURN RANDOMIZATION
float
Set the randomized turn acceleration of the Missile.
USE OWNER TARGET
bool
If True the Missile will use the firing owner's target.
VERTICAL AIMING
bool
If True the Missile can aim up or down vertically.

Input Events

None

Output Events

None

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