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ixe:controller:cannon

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ixe:controller:cannon [2025/02/14 14:57] – external edit 127.0.0.1ixe:controller:cannon [2025/02/27 15:25] (current) virgilw
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   :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)   ?fire_offset (Vector2)
-  :FIXME+  :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)
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   :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)   :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)   ?hit_colliders (int)
-  :FIXME+  :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)   ?hit_collider_damage (float)
-  :FIXME+  :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.1739545024.txt.gz · Last modified: 2025/02/14 14:57 by 127.0.0.1