Difference between revisions of "Explosion"
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imported>Mr6 (I think there should be a page that gives us some idea of how big such a unit is.) |
imported>Omny87 |
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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. | ||
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*'''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. | ||
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*'''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. | *'''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. | ||
{{Languages|Explosion}} | |||
[[Category:Object Classes]] | [[Category:Object Classes]] | ||
[[Category:Special Effect]] | [[Category:Special Effect]] |
Latest revision as of 10:23, 4 July 2018
Explosions are used to create visual or magic effects during a spell or object impact.
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 |
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