Difference between revisions of "Explosion"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>Eishunsama
imported>Omny87
 
(2 intermediate revisions by one other user not shown)
Line 1: Line 1:
Explosions are used to create visual or magic effects during a spell or object impact.
[[File:ExplosionWindow.png]]
==Explosion Dialog==
==Explosion Dialog==
*'''ID:''' Unique identifier for this form.
*'''ID:''' Unique identifier for this form.
Line 9: Line 13:
*'''Chain:''' The “Chain” checkbox is used for chain lightning. If it’s checked, then you can select the Projectile to spawn on a “bounce” from the dropdown. It has to match the type of projectile (beam, missile, etc) that originally spawned the explosion.
*'''Chain:''' The “Chain” checkbox is used for chain lightning. If it’s checked, then you can select the Projectile to spawn on a “bounce” from the dropdown. It has to match the type of projectile (beam, missile, etc) that originally spawned the explosion.
*'''Always Uses World Orientation:''' Whether the blast will be aligned with the ground.
*'''Always Uses World Orientation:''' Whether the blast will be aligned with the ground.
*'''Ignore LOS Check:''' Sets the explosion to ignore a line-of-site check to the target.
*'''Ignore LOS Check:''' Sets the explosion to ignore a line-of-site check to the target. If checked, explosions will ignore solid cover such as walls and static objects.
*'''Push Explosion Source Ref Only:''' Select this to have the explosion's force only affect the object itself.  Used in destruction data.
*'''Push Explosion Source Ref Only:''' Select this to have the explosion's force only affect the object itself.  Used in destruction data.
*'''Ignore Imagespace Swap:''' Overides close proximity explosion optimization.
*'''Ignore Imagespace Swap:''' Overides close proximity explosion optimization.

Latest revision as of 10:23, 4 July 2018

Explosions are used to create visual or magic effects during a spell or object impact.

ExplosionWindow.png

Explosion Dialog[edit | edit source]

  • ID: Unique identifier for this form.
  • Name: Display name.
  • Force: The push of the blast.
  • Damage: The amount of damage that can be received if standing within the blast radius.
  • Radius: This is the radius of the area of influence of the explosion; any rigid body within this radius is pushed, and any reference within it may be damaged.
  • IS Radius: Radius of the area that will see the ImageSpace effect.
  • Vertical Offset Mult: The amount of units to vertically offset the explosion from the origin it was placed at
  • Chain: The “Chain” checkbox is used for chain lightning. If it’s checked, then you can select the Projectile to spawn on a “bounce” from the dropdown. It has to match the type of projectile (beam, missile, etc) that originally spawned the explosion.
  • Always Uses World Orientation: Whether the blast will be aligned with the ground.
  • Ignore LOS Check: Sets the explosion to ignore a line-of-site check to the target. If checked, explosions will ignore solid cover such as walls and static objects.
  • Push Explosion Source Ref Only: Select this to have the explosion's force only affect the object itself. Used in destruction data.
  • Ignore Imagespace Swap: Overides close proximity explosion optimization.
  • No Controller Vibration Explosion will not cause controller to vibrate.
  • Art File: Name of the file that contains the special effect graphic.
  • Light: Editor ID of the light used by explosion. Currently unsupported.
  • Enchantment: Magic spell that gets applied to explosion.
  • Sound 1: Sound effect played during explosion.
  • Sound 2: Second sound effect played during explosion.
  • IS Mod: The ImageSpace Modifier that plays when explosion occurs.
  • Impact Data Set: Sets up the effect the explosion has on its impact with different materials as the blast radiates outward.
  • Sound Level: Sets the volume of the explosion for detection purposes.
  • Placed Object: Places an object at the explosion's location
  • Spawn Projectile: Used with the Chain checkbox, it has to match the type of projectile (beam, missile, etc) that originally spawned the explosion.
  • Knock Down Living Actors: If checked, blast will knock down actors without necessarily killing them. If unchecked, actors that are not killed by the blast will remain standing.


Language: English  • 日本語