projectile 
Vars | |
armour_penetration | How much armor this projectile pierces. |
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chain | For when you want your projectile to have a chain coming out of the gun |
damage_type | BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here. |
def_zone | Body part at which the projectile was aimed. |
dismember_head | If TRUE , projectile with dismemberment will forcefully cut head instead of gibbing them |
dismember_limbs | If TRUE , projectile with dismemberment will cut limbs instead of gib them |
dismemberment | The higher the number, the greater the bonus to dismembering. 0 will not dismember at all. |
fire_log_text | Full log text. gets filled in fire() type, damage, reagents e.t.c. |
firer | Mob who shot projectile. |
firer_source_atom | The gun or object projectile came from. |
flag | Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid |
forced_accuracy | Does this projectile ignores def zone calculations. Used for sniper bullets. |
forcedodge | Number of times an object can pass through an object. -1 is infinite |
hit_crawling_mobs_chance | Probability to hit lying non-dead mobs |
impact_effect_type | What type of impact effect to show when hitting something |
last_projectile_move | Last world.time the projectile proper moved |
log_override | Whether print to admin attack logs or just keep it in the diary. example: laser tag or practice lasers |
nodamage | Determines if the projectile will skip any damage inflictions. |
original | Original target clicked. |
p_x | The pixel location X of the tile that the player clicked. Default is the center. |
p_y | The pixel location Y of the tile that the player clicked. Default is the center. |
paused | Used for suspending the projectile midair. |
permutated | List of atoms we have passed through, don't try to hit them again. |
range | This will de-increment every step. When 0, it will delete the projectile. |
reflectability | Determines the reflectability level of a projectile, either REFLECTABILITY_NEVER, REFLECTABILITY_PHYSICAL, REFLECTABILITY_ENERGY in order of ease to reflect. |
shield_buster | Does this projectile do extra damage to / break shields? |
shockbull | If set to TRUE /obj/item/hardsuit_taser_proof upgrage will block this projectile. |
speed | Amount of deciseconds it takes for projectile to travel. |
spread | Amount (in degrees) of projectile spread. |
starting | Projectile's starting turf. |
suppressed | Used to determine sound and attack message. |
tile_dropoff | How much damage should be decremented as the bullet moves. |
tile_dropoff_forcedodge | How much forcedodge should be decremented as the bullet moves. |
tile_dropoff_penetration | How much armour penetration should be decremented as the bullet moves. |
tile_dropoff_s | How much stamina damage should be decremented as the bullet moves. |
time_offset | Left over ticks in movement calculation |
trajectory | The projectile's trajectory |
trajectory_ignore_forcemove | Instructs forceMove to NOT reset our trajectory to the new location! |
Procs | |
get_splatter_blockage | Checks whether the place we want to splatter blood is blocked (i.e. by windows). |
on_range | If we want there to be effects when they reach the end of their range |
Var Details
armour_penetration 
How much armor this projectile pierces.
chain 
For when you want your projectile to have a chain coming out of the gun
damage_type 
BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here.
def_zone 
Body part at which the projectile was aimed.
dismember_head 
If TRUE
, projectile with dismemberment will forcefully cut head instead of gibbing them
dismember_limbs 
If TRUE
, projectile with dismemberment will cut limbs instead of gib them
dismemberment 
The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
fire_log_text 
Full log text. gets filled in fire() type, damage, reagents e.t.c.
firer 
Mob who shot projectile.
firer_source_atom 
The gun or object projectile came from.
flag 
Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
forced_accuracy 
Does this projectile ignores def zone calculations. Used for sniper bullets.
forcedodge 
Number of times an object can pass through an object. -1 is infinite
hit_crawling_mobs_chance 
Probability to hit lying non-dead mobs
impact_effect_type 
What type of impact effect to show when hitting something
last_projectile_move 
Last world.time the projectile proper moved
log_override 
Whether print to admin attack logs or just keep it in the diary. example: laser tag or practice lasers
nodamage 
Determines if the projectile will skip any damage inflictions.
original 
Original target clicked.
p_x 
The pixel location X of the tile that the player clicked. Default is the center.
p_y 
The pixel location Y of the tile that the player clicked. Default is the center.
paused 
Used for suspending the projectile midair.
permutated 
List of atoms we have passed through, don't try to hit them again.
range 
This will de-increment every step. When 0, it will delete the projectile.
reflectability 
Determines the reflectability level of a projectile, either REFLECTABILITY_NEVER, REFLECTABILITY_PHYSICAL, REFLECTABILITY_ENERGY in order of ease to reflect.
shield_buster 
Does this projectile do extra damage to / break shields?
shockbull 
If set to TRUE
/obj/item/hardsuit_taser_proof upgrage will block this projectile.
speed 
Amount of deciseconds it takes for projectile to travel.
spread 
Amount (in degrees) of projectile spread.
starting 
Projectile's starting turf.
suppressed 
Used to determine sound and attack message.
tile_dropoff 
How much damage should be decremented as the bullet moves.
tile_dropoff_forcedodge 
How much forcedodge should be decremented as the bullet moves.
tile_dropoff_penetration 
How much armour penetration should be decremented as the bullet moves.
tile_dropoff_s 
How much stamina damage should be decremented as the bullet moves.
time_offset 
Left over ticks in movement calculation
trajectory 
The projectile's trajectory
trajectory_ignore_forcemove 
Instructs forceMove to NOT reset our trajectory to the new location!
Proc Details
get_splatter_blockage
Checks whether the place we want to splatter blood is blocked (i.e. by windows).
on_range
If we want there to be effects when they reach the end of their range