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- This is a number corresponding to a Collection in the Shapes files, from 0 to 31. If Graphic Collection, Color Table, and Sequence ID are all set to -1 then the shot will have no graphic. This will be displayed by Anvil as "31,7,0" respectively but type in "-1,-1,-1".
- Possible crashes: Illegal collection number. first of all, collections go from 0 to 31. Secondly, not all collections are usable as animated graphics. Collections 0, 17-21, and 27-30 has no Sequences and cannot be used for shots.
- This is a number corresponding to a Color Table, in the specified Collection. The maximum range is from 0 to 7, but most collections have fewer. If Graphic Collection, Color Table, and Sequence ID are all set to -1 then the shot will have no graphic. This will be displayed by Anvil as "31,7,0" respectively but type in "-1,-1,-1".
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- Possible crashes: Illegal color table number. Make sure the selected color table is defined in the selected collection.
- This is a number corresponding to a Sequence, in the specified Collection. If Graphic Collection, Color Table, and Sequence ID are all set to -1 then the shot will have no graphic. This will be displayed by Anvil as "31,7,0" respectively but type in "-1,-1,-1".
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- Possible crashes: Illegal sequence number. Make sure the selected sequence is defined in the selected collection.
- This is the type of damage done by the projectile.
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- This is the minimum damage done by the projectile. Note that a negative number will heal the target.
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- A random amount between this number and 0 is added to the base damage each time the projectile hits something. Set this to 0 to make the projectile do the same amount of damage each time.
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- Not clear. Set to 0 for all default projectiles. It may have something to do with the running punch damage increase.
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- Possible crashes: No way to tell, but don't get too creative since nobody knows what this field does. 0 should be fine for nearly anything.
- Used by Marathon to make the projectile easier on easy modes and harder on harder modes (by lowering or raising the damage done). The exact factor is unknown. Also, there is a bug in Anvil in which this flag may only be checked when the Damage Base is an odd number, and the flag must be unchecked when the Damage Base is even.[HAS]
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- If not set to "none", this sound is played when the projectile comes within a certain (unknown) distance of the player. Note that a projectile will only play this sound once, so if it passes the player twice or more (common for a locked-on guided projectile) it will only play the flyby sound the first time.
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- If not set to "none", this sound is played when the projectile bounces off the floor.
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- This number is used to distort the projectile's sound. 1 is normal, .5 is half pitch/speed, etc. This can be overridden by flags in the Sound itself though.
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- Possible crashes: Illegal number. This should be from (but not down to) 0 and through 1 or 2. Very high or negative numbers will probably crash and/or sound stupid.
- 1/2 the width of the projectile. This is unrelated to the size of the graphi used.
- Possible crashes: Illegal number. Probably shouldn't be negative or very large.
- The projectile's blast radius. Set this to 0 to only hurt what it hits. Marathon's blast radii aren't "gradient": Either you're out and you're untouched, or you're in and you get the full hit.
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- Possible crashes: Illegal number. Probably shouldn't be negative or very large.
- The projectile's velocity. Approximately same scale as monster speeds, conversion factor to WU unknown. This speed is most likely BU/sec [HAS].
- Possible crashes: Illegal number. Probably shouldn't be negative or very large.
- The farthest the projectile will go. If the projectile has a graphic it will simply vanish.
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- Possible crashes: Illegal number. Probably shouldn't be negative.
- The effect played when the projectile hits a solid object (wall or character). This effect is not played if the projectile is Persistent, but it will be played for each individual character hit if the projectile is Persistent and Virulent.[HAS]
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- The effect played when the projectile hits a liquid. This effect is not played if the projectile passes through.
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- The effect played while the projectile is moving.
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- The delay between contrails emitted by the projectile., in ticks of a second. The minimum possible value is 1, since Marthon's time step is 1 tick
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- Possible crashes: Illegal number. Probably shouldn't be negative.
- The maximum number of contrails emitted by the projectile. Set this to -1 for infinite contrails.
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- Possible crashes: Illegal number. Probably shouldn't be negative.
- If this flag is checked, the projectile will lock onto its target and chase it around. The AI used isn't too smart so it's easy to lead it into a wall. Has no effect on projectiles fired by the player. Note: If the Guided and Rebounds from Floor flags are both checked the projectile will bounce forever [Mike Forman]
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- If this flag is checked, the projectile will vanish when its sequence finishes.
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- If this flag is checked, the projectile will not vanish upon impact but will pass through monsters and stick to walls. The projectile will also never play its detonation effect [HAS]. Note that Marathon has a limit on the number of projectiles that may exist per level, and after too many persistent projectiles have been created weapons will not fire.
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- Possible crashes: Overloading Marathon's projectile system. The only symptoms I've ever gotten are weapons and monsters refusing to fire but the possibility remains.
- If this flag is checked, the projectile will be eased or hardened (mostly sped up or slowed down) based on the difficulty.
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- If this flag is checked, the projectile will be pulled downwards by gravity.
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- If this flag is checked, the projectile will not be deflected sideways when fired. Overrides the monster's Error setting.
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- If this flag is checked, the projectile will not be deflected upwards or downwards when fired. Overrides the monster's Error setting.
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- If this flag is checked, the projectile will activate a control panel if it hits it.
- If this flag is checked, the projectile will only be deflected upwards (as well as sideways) when fired.
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- If this flag is checked, the projectile will create the target's Melee Impact Effect upon impact.
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- If this flag is checked, the projectile will not vanish upon hitting a monster but will pass through monsters and only vanish when it hits a wall. IMHO this is far more useful than Persistent. The projectile will play its detonation effect for every monster it hits, and when hitting a wall.
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- If this flag is checked, the projectile will go through walls between polygons that have been marked "Solid" and have a texture most of the time.
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Sometimes Pass Transparent Side
- If this flag is checked, the projectile will go through walls between polygons that have been marked "Solid" and have a texture some of the time (more rarely than with Usually Pass Transparent Side).
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- If this flag is checked, the projectile will be pulled downwards somewhat faster than by gravity. I haven't really noticed the differnet between this and Affect By Gravity.
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- If this flag is checked, the projectile will bounce off the floor a few times. Marathon seems to "damp out" the bounces, so it usually bounces less each time until it stops and detonates. The detonations seems to be controlled by the projectile's vertical speed upon impact. Also, the code Marathon uses to determine the bounce height is a little wacky, a projectile fired even slightly upwards or downwards will bounce very high (I've been on the walkways of Kill Your Television and seen cyborg grenades FLYING up past me from 6 or 7 WU below.) Note: A guided, bouncing projectile can expererience enough force to cancel out Marathon's damping and bounce around forever [Mike Forman].
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- If this flag is checked, the projectile can exist under liquids. [HAS]
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- If this flag is checked, the projectile will create an item when it impacts. This flag is used internally by the "Kill the guy with the ball" netgame type. Even if we could figure out how to use it, there's no field for specifying which object is created.
- Possible crashes: No one knows how to use this so no way to tell. Handle with care.
- If this flag is checked, the projectile will, upon hitting a monster, play that monster's Range Impact Effect.
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- If this flag is checked, the projectile will be randomly "nudged" sideways as it flies.
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- If this flag is checked, the projectile will be randomly "nudged" up and down as it flies.
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- If this flag is checked, the projectile will be pulled downwards on "low gravity" maps.
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- If this flag is checked, the projectile can travel from a "dry" polygon into a liquid.
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