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ixe:controller:cannon [2025/02/01 01:56] – created Argonwolfixe:controller:cannon [2025/02/27 15:25] (current) virgilw
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 ====== cannon ====== ====== cannon ======
  
-Fires projectiles at creeper, bots and digitalis in range. Used by several player ships.+Fires projectiles at creeper, bots and digitalis in range. Used by several player units.
  
 __**Arguments**__ __**Arguments**__
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   ?manual_mode (bool)   ?manual_mode (bool)
   :If true, cannon aims toward cursor and fires when left mouse button is clicked; if false, cannon aims and fires automatically   :If true, cannon aims toward cursor and fires when left mouse button is clicked; if false, cannon aims and fires automatically
 +  ?fire_offset (Vector2)
 +  :The V2 offset from 0,0 on the part that the shot originates from.
   ?rotate_speed (float)   ?rotate_speed (float)
   :Maximum turn rate of cannon in degrees per frame (in manual mode cannon rotates instantly to face cursor regardless of rotate_speed)   :Maximum turn rate of cannon in degrees per frame (in manual mode cannon rotates instantly to face cursor regardless of rotate_speed)
-  ? +  ?fire_cost (float) 
-  : +  :Ammo consumed from parent unit per shot fired 
-  ? +  ?fire_delay (int) 
-  : +  :Time between shots in game frames 
-  ? +  ?shot_speed (int) 
-  : +  :Movement speed of fired shots in map pixels per frame 
-  ? +  ?max_age (int) 
-  : +  :Time in game frames from firing until projectile despawns (a value of 0 gives projectiles unlimited lifetime) 
-  ? +  ?shot_damage_count (int) 
-  : +  :Maximum number of creeper pixels damaged per shot 
-  ? +  ?shot_damage_distance (int) 
-  :+  :Maximum damage radius of shots in map pixels 
 +  ?shot_damage (int) 
 +  :Damage to each pixel of creeper (negative values damage creeper, positive values damage anticreeper; however, there is no way to target anticreeper)per shot, in millionths (i.e. -1000000 reduces creeper depth by 1.0 in each affected pixel) 
 +  ?shot_digitalis_damage (int) 
 +  :Damage to each pixel of living digitalis per shot (damage is always inflicted in a 5x5 pixel square centered on the point of impact, regardless of shot_damage_count or shot_damage_distance) 
 +  ?hit_colliders (int) 
 +  :0 Means for the cannon shot to not hit any physics colliders. 1 or 2 specify which type pf colliders to hit. The "shothitlayer" on a part specifies which collider type a part has. 
 +  ?hit_collider_damage (float) 
 +  :The amount of internal health damage to do to a unit when a shot hits a collider. 
 +  ?cannon_enabled (bool) 
 +  :If the cannon is enabled. 
 +  ?target_priority (int) 
 +  :The preferred order to look for enemy targets. 0 or 1 for Creeper or Digitalis respectively. 
ixe/controller/cannon.1738374965.txt.gz · Last modified: 2025/02/14 14:56 (external edit)