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Create a thing and "fire" it.
projectile = FireProjectile(origin_thing, projectile_template, projectile_sound, submode, offset, aim_error, extra, projectile_flags, horizontal_field_of_view, vertical_field_of_view);
Parameters
origin_thing [thing] The thing that "fires" the projectile. The projectile will travel in the direction that this thing is looking (which includes the torso pitch). The projectile is linked to the origin_thing's parent chain. If the origin_thing has itself for a parent, it will become the parent of the projectile.
projectile_template [template] The template used to create the projectile.
projectile_sound [sound] Sound that plays when projectile is created. Use -1 to not play a sound.
submode [int] Index of keyframe submode animation played when projectile is created. The submode needs to be listed in the projectile_template's pup file. Use -1 for no animation. (The most common submodes used in the LEC levels are 8 for small fire and 18 for large fire.)
offset [vector] [Form: 'sideways forward upward'. Units: JKUs.] Offset from the origin_thing's position where the projectile is created.
aim_error [vector] [Form: 'upward sideways 0'. Units: JKUs.] Gives aiming error to projectile. The vector is 2D because aiming in front or behind a target is not used.
extra [flex] Used by various Projectile Flags to control the projectile.
projectile_flags [int] Projectile Flags
horizontal_field_of_view [int] [Unit: Degrees.] If an actor is within the horizontal and the vertical fields of view, the projectile is auto-aimed at the actor. The 0x20 Projectile Flag must be set to enable auto-aim, and the 0x40 flag must be set to enable auto-aim in multiplayer.
vertical_field_of_view [int] [Unit: Degrees.] (See previous parameter description.)
Return Values
projectile [thing]
Notes
The projectile is created on all player's computers, regardless of cog flags, even if the projectile_template is in static.jkl.
Related Verbs
CreateThing, CreateThingNR, CreateThingAtPos, CreateThingAtPosNR
Used In
Examples
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