Missile Object
From Runic Games Wiki
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 | |
The type of damage to use.
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FORCE | |
Set the Force of the Missile. | |
MAX PERCENT DAMAGE | |
Set the maximum percent of the damage graph. | |
MIN PERCENT DAMAGE | |
Set the minimum percent of the damage graph. | |
EDITOR_ONLY | |||
AOE RADIUS | |
Set the Area of Effect Radius on or off. | |
COLLISION RADIUS | |
Set the Collision Radius on or off. | |
REPEAT RATE | |
Set the Repeat Rate for firing the Missile in the editor. | |
PARTICLES | |||
ACTIVE | |
Set the Active Particle. | |
DIE | |
Set the Die Particle. | |
HIT | |
Set the Hit Particle. | |
RELEASE | |
Set the Release Particle. | |
VISUAL | |
Set the Active Visual. | |
POSITION | |||
POSITION | |
Position by X, Y, Z world coordinates. | |
PROPERTIES | |||
AOE DAMAGE SCALE | |
Set the scale of the Area of Effect base damage. | |
AOE RADIUS | |
Set the Area of Effect Radius. | |
APPLY FORCE AFTER X | |
Set the force to apply after X seconds. | |
ARCH DISTANCE | |
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 | |
The height of the arch the Missile will use. | |
COLLIDE AFTER X | |
Set the Missile to collide after X Seconds. | |
COLLIDES WITH OBJECTS | |
If True the Missile will collide with Units. | |
COLLIDES WITH WORLD | |
If True the Missile will collide with the world. | |
DAMAGE SCALE | |
The scale of the base damage. | |
DAMAGE SOAK SCALE | |
The scale of the damage soak on impact. | |
FOLLOW GROUND | |
If True the Missle must stick to the ground. | |
FORCE | |
Set the force applied per second. | |
FRICTION | |
Set the friction of the Missile. | |
FULL VELOCITY | |
If True the Missile will start at full velocity. | |
GRAVITY | |
Set the downward acceleration of the Missile. | |
GROUND OFFSET | |
Set the vertical offset from the ground if the Missile follows it. | |
HOME AFTER X SECONDS | |
The amount of time ( in seconds ) before homing kicks in on the Missile. | |
HOMING SPEED | |
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 | |
If True the Missile will ignore Smashables. | |
MAX DISTANCE | |
Set the distance the Missile is allowed to travel before killing it. | |
MAX TURN RATE | |
Set the maximum turn rate of the Missile. | |
MAX VELOCITY | |
Set the maximum velocity of the Missile. | |
MIN DISTANCE | |
Set the minimum required distance a Missile must travel. | |
MIN VELOCITY | |
Set the minimum velocity of the Missile. | |
MISSILE NAME | |
The unique name of the Missile to use for referencing. | |
NUM RICOCHETS | |
Set the number of ricochets. | |
PIERCING | |
If True the Missile will pierce Units. | |
PLAY HITS | |
If True the Missile will play the standard hit damage Particles when it hits a Unit. | |
RADIUS | |
Set the Radius of the Missile. | |
RADIUS FOR UNITS | |
Set the Unit Collision Radius of the Missile. | |
RANDOM TURNS BEFORE HOMING | |
If True random turning in the Missile won't be applied till the homing timer is enabled. | |
RANDOMIZATION RATE | |
Randomizes the turn rate per second. | |
RANDOMIZE ON LAUNCH | |
If True the "Turn Randomization" property will be calculated on launch and not after "Randomization Rate". | |
RESET DISTANCE ON RICOCHET | |
If True the distance traveled will be reset on ricochet. | |
RETARGET | |
If True the Missile will retarget after a hit. Note: A Unit cannot be hit twice by a Missile. | |
RETARGET ANGLE | |
The angle to retarget at. | |
TARGET POSITION | |
If True the Missile will go to the target and end. | |
TARGETING ANGLE | |
The angle the Missile can target enemies. | |
TRACK GROUND | |
If True the Missile will track the ground. | |
TURN ACCELERATION | |
Set the turn acceleration of the Missile. | |
TURN RANDOMIZATION | |
Set the randomized turn acceleration of the Missile. | |
USE OWNER TARGET | |
If True the Missile will use the firing owner's target. | |
VERTICAL AIMING | |
If True the Missile can aim up or down vertically. | |
Input Events
None
Output Events
None