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Projectile Base: Types of Projectiles
The Draconic Projectile Base offers a wide variety of features & functionalities for creating many kinds of projectiles.
The "type" is assigned to your entity as the ENT.ProjectileType= "thinggoeshere"
setting.
Please note that these types are CASE SENSITIVE.
Below is a list of every "type" of projectile currently supported by the Projectile Base, how they work, and what they each do.
The point
projectile type is a very simple & straightforward projectile. It is created, and does its thing on impact. The point
projectile type has no unique settings attributed to it. This type cannot be used to create explosives.
explosive
projectile types are used to create bog-standard Half-Life 2 explosions upon impact.
Associated settings:
ENT.ExplodeSoundNear
ENT.ExplodeSoundFar
ENT.ExplodePressure
ENT.AffectRadius
ENT.ExplodeShakePower
ENT.ExplodeShakeTime
ENT.ExplodeShakeDistance
The lua_explosive
projectile type is likely the most commonly used projectile type. It is used to create scripted explosions upon impact.
Associated settings:
ENT.ExplodeSoundNear
ENT.ExplodeSoundFar
ENT.ExplodePressure
ENT.AffectRadius
ENT.ExplodeShakePower
ENT.ExplodeShakeTime
ENT.ExplodeShakeDistance
The grenade
projectile type is also very simple. It is simply spawned, and explodes after a few requirements are met. grenade
is influenced by ENT.FuseTime
, and ENT.ExplosionType
grenade
will trigger its explosion after ENT.FuseTime
passes from when it is created. grenade
projectile types are aimed more at usage of custom lua through setting the ExplosionType to "Scripted
".
Associated settings:
ENT.FuseTime
ENT.ExplosionType
ENT.ExplodeSoundNear
ENT.ExplodeSoundFar
ENT.ExplodePressure
ENT.AffectRadius
ENT.ImpactEffect
ENT.ExplodeShakePower
ENT.ExplodeShakeTime
ENT.ExplodeShakeDistance
fire
projectiles simply exist, and create scorch decals on surfaces they impact. I highly advise giving these a collision model of a small plate so that they can stop after a short travel distance, and be easily affected by the engine's aerodynamics. These projectiles will self-remove after the time set by ENT.FuseTime
.
Associated settings:
ENT.FuseTime
ENT.AffectRadius
sticky
projectiles function very similarly to grenade
, except that they stick to the first spot they hit and only start their FuseTime after sticking to something.
Associated settings:
ENT.FuseTime
ENT.ExplosionType
ENT.ExplodeSoundNear
ENT.ExplodeSoundFar
ENT.ExplodePressure
ENT.AffectRadius
ENT.ImpactEffect
ENT.ExplodeShakePower
ENT.ExplodeShakeTime
ENT.ExplodeShakeDistance
The same as sticky
, except that it will only stick to players / NPCs / NextBots.
Associated settings:
ENT.FuseTime
ENT.ExplosionType
ENT.ExplodeSoundNear
ENT.ExplodeSoundFar
ENT.ExplodePressure
ENT.AffectRadius
ENT.ImpactEffect
ENT.ExplodeShakePower
ENT.ExplodeShakeTime
ENT.ExplodeShakeDistance
grenade
, but the fuse time only starts after the grenade's first bounce. (First time it hits something.)
Associated settings:
ENT.FuseTime
ENT.ExplosionType
ENT.ExplodeSoundNear
ENT.ExplodeSoundFar
ENT.ExplodePressure
ENT.AffectRadius
ENT.ImpactEffect
ENT.ExplodeShakePower
ENT.ExplodeShakeTime
ENT.ExplodeShakeDistance
sticky
but with the added effect that if the ENT.SuperCombineRequirement
number is met in number of this projectile attached to a single target, they will trigger a supercombine explosion effect.
Associated settings:
ENT.FuseTime
ENT.ExplosionType
ENT.ExplodeSoundNear
ENT.ExplodeSoundFar
ENT.AffectRadius
ENT.SuperCombineRequirement
ENT.SuperDamage
ENT.SuperDamageType
-
ENT.SuperCombineType
(Supercombine version of ENT.ExplosionType) ENT.SuperExplodePressure
ENT.SuperExplodeShakePower
ENT.SuperExplodeShakeTime
ENT.SuperExplodeShakeDistance
magazine
despawns after 15 seconds.