Explosion

Revision as of 19:08, 22 February 2012 by imported>Mr6 (I think there should be a page that gives us some idea of how big such a unit is.)

Explosion Dialog

  • 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.
  • 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.