REDNODE / GAME API

RainMissileProjectile

classscriptedClass

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

Properties 32

NameTypeFlags
aliveBoolscriptedprivate
armedBoolscriptedprivate
armingDistanceFloatscriptedprivate
arrivedBoolscriptedprivate
countTimeFloatscriptedprivate
damageref<EffectInstance>scriptedprivate
effectEffectRefscriptedprivate
finalTargetOffsetVector4scriptedprivate
finalTargetPositionVector4scriptedprivate
finalTargetPositionCalculationDelayFloatscriptedprivate
followTargetInPhase2Boolscriptedprivate
fxInstanceref<FxInstance>scriptedprivate
hasExplodedBoolscriptedprivate
initialTargetOffsetVector4scriptedprivate
initialTargetPositionVector4scriptedprivate
landIndicatorFXFxResourcescriptedprivate
lifetimeFloatscriptedprivate
meshComponentref<IComponent>scriptedprivate
missileAttackRecordwref<Attack_Record>scriptedprivate
missileDBIDTweakDBIDscriptedprivate
ownerwref<GameObject>scriptedprivate
phaseEMissileRainPhasescriptedprivate
phase1DurationFloatscriptedprivate
puppetBroadphaseHitRadiusSquaredFloatscriptedprivate
randStartVelocityFloatscriptedprivate
spawnPositionVector4scriptedprivate
spiralParamsref<SpiralControllerParams>scriptedprivate
startVelocityFloatscriptedprivate
targetComponentwref<IPlacedComponent>scriptedprivate
timeToDestoryFloatscriptedprivate
useSpiralParamsBoolscriptedprivate
weaponwref<WeaponObject>scriptedprivate

Methods 21

private final func CalcFinalTargetPositionAndOffset()scripted
protected final func DelayDestroyBullet()scripted
private final func DestroyBullet()scripted
private final func Explode(projectilePosition: Vector4)scripted
protected cb func OnAcceleratedMovement(eventData: ref<gameprojectileAcceleratedMovementEvent>) -> Boolscripted
private final func OnCollideWithEntity(projectilePosition: Vector4)scripted
protected cb func OnCollision(eventData: ref<gameprojectileHitEvent>) -> Boolscripted
protected cb func OnFollowSuccess(eventData: ref<gameprojectileFollowEvent>) -> Boolscripted
protected cb func OnGameprojectileBroadPhaseHitEvent(eventData: ref<gameprojectileBroadPhaseHitEvent>) -> Boolscripted
protected cb func OnHit(evt: ref<gameHitEvent>) -> Boolscripted
protected cb func OnLinearMovement(eventData: ref<gameprojectileLinearMovementEvent>) -> 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 StartPhase1(targetPos: Vector4)scripted
protected final func StartPhase2()scripted
private final func StartTrailEffect()scripted
private final func StartTrailStartEffect()scripted