REDNODE / GAME API

BaseProjectile

classscriptedClass

extends ItemObject › TimeDilatable › GameObject › GameEntity › Entity › IScriptable › ISerializable

Extended by 15 types

BaseBullet MeleeProjectile MineBarrageProjectile minibossPlasmaProjectile MonoDisc nanowireGrenade NanoWireProjectile piercingGrenade RainMissileProjectile sampleBullet sampleBulletGeneric sampleGranade sampleSmartBullet SpiderbotHeavyProjectile ThrowableKnifeNPC

Properties 8

NameTypeFlags
initialLaunchVelocityFloatscriptedprotected
lifeTimeFloatscriptedprotected
projectilewref<GameObject>scriptedprotected
projectileComponentref<ProjectileComponent>scriptedprotected
projectilePositionVector4scriptedprotected
projectileSpawnPointVector4scriptedprotected
tweakDBPathStringscriptedpublic
userwref<GameObject>scriptedprotected

Methods 37

protected final func BreakVisualEffectLoop(effectName: CName)scripted
protected final func CanBounceAfterCollision(value: Bool)scripted
protected final func CreateCustomTickEventWithDuration(value: Float)scripted
protected final func CreateDelayEvent(value: Float)scripted
protected final func CreateProjectileDeviceBreachEvent(hitInstance: script_ref<gameprojectileHitInstance>, value: Float)scripted
protected final func CurvedLaunch(eventData: ref<gameprojectileShootEvent>, opt targetObject: wref<GameObject>, opt targetComponent: ref<IPlacedComponent>, startVelocity: Float, linearTimeRatio: Float, interpolationTimeRatio: Float, returnTimeMargin: Float, bendTimeRatio: Float, bendFactor: Float, halfLeanAngle: Float, endLeanAngle: Float, angleInterpolationDuration: Float)scripted
protected final func CurvedLaunchToTarget(eventData: ref<gameprojectileShootEvent>, opt targetObject: wref<GameObject>, opt targetComponent: ref<IPlacedComponent>)scripted
protected final func GeneralLaunchSetup(eventData: ref<gameprojectileShootEvent>)scripted
public final func GetInstigator() -> wref<GameObject>scripted
protected final func GetLeftHandCyberwareAction(user: wref<GameObject>) -> EActionTypescripted
protected final func GetObject(hitInstance: script_ref<gameprojectileHitInstance>) -> wref<GameObject>scripted
protected final func GetObjectWorldPosition(object: wref<GameObject>) -> Vector4scripted
protected final func GetProjectileTweakDBFloatParameter(param: script_ref<String>) -> Floatscripted
protected final func HasTrajectory() -> Boolscripted
protected final func KillVisualEffect(effectName: CName)scripted
protected final func LinearLaunch(eventData: ref<gameprojectileShootEvent>, startVelocity: Float)scripted
protected cb func OnCollision(eventData: ref<gameprojectileHitEvent>) -> Boolscripted
protected cb func OnMaxLifetimeReached(evt: ref<ProjectileDelayEvent>) -> Boolscripted
protected cb func OnProjectileInitialize(eventData: ref<gameprojectileSetUpEvent>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnShoot(eventData: ref<gameprojectileShootEvent>) -> Boolscripted
protected cb func OnShootTarget(eventData: ref<gameprojectileShootTargetEvent>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnUpdate(evt: ref<ProjectileTickEvent>) -> Boolscripted
protected final func ParabolicLaunch(eventData: ref<gameprojectileShootEvent>, gravitySimulation: Float, startVelocity: Float, energyLossFactorAfterCollision: Float)scripted
protected final func ProjectileBreachDevice(hitInstance: script_ref<gameprojectileHitInstance>, value: Float)scripted
protected final func ProjectileHit(eventData: ref<gameprojectileHitEvent>)scripted
protected final func ProjectileHitAoE(hitInstance: script_ref<gameprojectileHitInstance>, attackRadius: Float, opt attackRecord: ref<Attack_Record>)scripted
protected final func Release()scripted
protected final func SetInitialVelocityBasedOnActionType(user: wref<GameObject>)scripted
protected final func SetMeshVisible(value: Bool)scripted
protected final func SetProjectileLifetime()scripted
protected final func SpawnLandVFXs(fx: FxResource, fxposition: Vector4) -> ref<FxInstance>scripted
protected final func SpawnVisualEffect(effectName: CName, opt eventTag: CName)scripted
protected final func StopProjectile()scripted
protected final func TriggerActiveStimuliWithLifetime(hitInstance: script_ref<gameprojectileHitInstance>, stimToSend: gamedataStimType, lifetime: Float, radius: Float)scripted
protected final func TriggerSingleStimuli(hitInstance: script_ref<gameprojectileHitInstance>, stimToSend: gamedataStimType)scripted