REDNODE / GAME API

ProjectileLauncherRound

classscriptedClass

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

Properties 24

NameTypeFlags
actionTypeELauncherActionTypescriptedprotected
attackRecordref<Attack_Record>scriptedprotected
deepWaterDepthFloatscriptedprotected
detonateRequestDelayIDDelayIDscriptedprotected
initialLaunchVelocityFloatscriptedprotected
installedProjectileItemIDscriptedprotected
isAliveBoolscriptedprotected
isSinkingBoolscriptedprotected
launchModegamedataProjectileLaunchModescriptedprotected
projectilewref<GameObject>scriptedprotected
projectileCollisionEvaluatorref<ProjectileLauncherRoundCollisionEvaluator>scriptedprotected
projectileComponentref<ProjectileComponent>scriptedprotected
projectileSpawnPointVector4scriptedprotected
projectileTrailNameCNamescriptedprotected
releaseRequestDelayIDDelayIDscriptedprotected
resourceLibraryComponentref<ResourceLibraryComponent>scriptedprotected
sinkingDetonationDelayFloatscriptedprotected
userwref<GameObject>scriptedprotected
waterDetonationImpulseRadiusFloatscriptedprotected
waterDetonationImpulseStrengthFloatscriptedprotected
waterHeightFloatscriptedprotected
waterSurfaceImpactImpulseRadiusFloatscriptedprotected
waterSurfaceImpactImpulseStrengthFloatscriptedprotected
weaponwref<WeaponObject>scriptedprotected

Methods 49

protected final func AddWaterImpulsesOnDetonation(position: Vector4, numImpulses: Int32)scripted
protected final func BreakVisualEffectLoop(effectName: CName)scripted
protected final func CollisionActionNameToEnum(collisionAction: CName) -> gamedataProjectileOnCollisionActionscripted
protected final func CollisionStimTypeNameToEnum(onCollisionStimType: CName) -> gamedataStimTypescripted
protected final func CreateCustomTickEventWithDuration(value: Float)scripted
protected final func CreateDelayEvent(value: Float)scripted
protected final func CreateDetonationDelayEvent(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 EvaluateStimBroadcasting(stimToSend: gamedataStimType)scripted
protected final func ExecuteGameEffect(projectilePosition: Vector4)scripted
protected final func GeneralLaunchSetup(eventData: ref<gameprojectileShootEvent>)scripted
protected final func GetBool(param: script_ref<String>) -> Boolscripted
protected final func GetCName(param: script_ref<String>) -> CNamescripted
protected final func GetFloat(param: script_ref<String>) -> Floatscripted
protected final func GetInt(param: script_ref<String>) -> Int32scripted
protected final func GetObject(hitInstance: script_ref<gameprojectileHitInstance>) -> wref<GameObject>scripted
protected final func GetObjectWorldPosition(object: wref<GameObject>) -> Vector4scripted
protected final func GetString(param: script_ref<String>) -> Stringscripted
protected final func GetVector3(param: script_ref<String>) -> Vector3scripted
protected final func HasTrajectory() -> Boolscripted
protected final func KillVisualEffect(effectName: CName)scripted
protected final func LaunchModeNameToEnum(launchModeName: CName) -> gamedataProjectileLaunchModescripted
protected final func LinearLaunch(eventData: ref<gameprojectileShootEvent>, startVelocity: Float)scripted
protected cb func OnCollision(eventData: ref<gameprojectileHitEvent>) -> Boolscripted
protected cb func OnMaxDetonationTimeReached(evt: ref<ProjectileLauncherRoundDetonationDelayEvent>) -> 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 OnTick(eventData: ref<gameprojectileTickEvent>) -> Boolscripted
protected final func ParabolicLaunch(eventData: ref<gameprojectileShootEvent>, gravitySimulation: Float, startVelocity: Float, energyLossFactorAfterCollision: Float)scripted
protected final func Release()scripted
protected final func SetAttackRecordBasedOnAction()scripted
protected final func SetCollisionAction()scripted
protected final func SetCurrentlyInstalledRound() -> Boolscripted
protected final func SetLaunchModeBasedOnAction()scripted
protected final func SetLaunchVelocityBasedOnAction()scripted
protected final func SetProjectileDetonationTime()scripted
protected final func SetProjectileLauncherAction() -> ELauncherActionTypescripted
protected final func SetProjectileLifetime()scripted
protected final func SetProjectileTrailEffect()scripted
protected final func SpawnVisualEffect(effectName: CName, opt eventTag: CName)scripted
protected final func StopProjectile()scripted
protected final func TriggerActiveStimuliWithLifetime(stimToSend: gamedataStimType, lifetime: Float, radius: Float)scripted
protected final func TriggerSingleStimuli(radius: Float, stimToSend: gamedataStimType)scripted
protected final const func WeaponIsCharged() -> Boolscripted