BlackICE Scripting

class

RainMissileProjectile

  • 32 properties
  • 21 functions

Extends BaseProjectile game.ItemObject game.TimeDilatable game.Object ent.GameEntity ent.Entity IScriptable ISerializable

Properties

PropertyTypeOffset
meshComponentent.IComponent?0x180 scripted
effectgame.EffectRef0x190 scripted
damagegame.EffectInstance?0x1B8 scripted
ownerWeakHandle<game.Object>0x1C8 scripted
weaponWeakHandle<game.weapon.Object>0x1D8 scripted
countTimefloat0x1E8 scripted
startVelocityfloat0x1EC scripted
lifetimefloat0x1F0 scripted
alivebool0x1F4 scripted
arrivedbool0x1F5 scripted
spawnPositionVector40x200 scripted
phase1Durationfloat0x210 scripted
landIndicatorFXgame.FxResource0x218 scripted
fxInstancegame.FxInstance?0x220 scripted
armingDistancefloat0x230 scripted
armedbool0x234 scripted
hasExplodedbool0x235 scripted
missileDBIDTDBID0x238 scripted
missileAttackRecordWeakHandle<game.data.Attack_Record>0x240 scripted
timeToDestoryfloat0x250 scripted
initialTargetPositionVector40x260 scripted
initialTargetOffsetVector40x270 scripted
finalTargetPositionVector40x280 scripted
finalTargetOffsetVector40x290 scripted
finalTargetPositionCalculationDelayfloat0x2A0 scripted
targetComponentWeakHandle<ent.IPlacedComponent>0x2A8 scripted
followTargetInPhase2bool0x2B8 scripted
puppetBroadphaseHitRadiusSquaredfloat0x2BC scripted
phaseEMissileRainPhase0x2C0 scripted
spiralParamsgame.projectile.SpiralParams?0x2C8 scripted
useSpiralParamsbool0x2D8 scripted
randStartVelocityfloat0x2DC scripted

Functions

  • bool OnRequestComponents(ent.EntityRequestComponentsInterface ri) overrideRTTI
  • bool OnTakeControl(ent.EntityResolveComponentsInterface ri) overrideRTTI
  • bool OnProjectileInitialize(game.projectile.SetUpEvent eventData) overrideRTTI
  • void StartTrailEffect() RTTI
  • void StartTrailStartEffect() RTTI
  • bool OnShoot(game.projectile.ShootEvent eventData) overrideRTTI
  • bool OnHit(game.events.HitEvent evt) overrideRTTI
  • bool OnShootTarget(game.projectile.ShootTargetEvent eventData) overrideRTTI
  • bool OnAcceleratedMovement(game.projectile.AcceleratedMovementEvent eventData) RTTI
  • bool OnLinearMovement(game.projectile.LinearMovementEvent eventData) RTTI
  • bool OnTick(game.projectile.TickEvent eventData) RTTI
  • bool OnCollision(game.projectile.HitEvent eventData) overrideRTTI
  • bool OnGameprojectileBroadPhaseHitEvent(game.projectile.BroadPhaseHitEvent eventData) RTTI
  • void OnCollideWithEntity(Vector4 projectilePosition) RTTI
  • void DelayDestroyBullet() RTTI
  • void DestroyBullet() RTTI
  • void Explode(Vector4 projectilePosition) RTTI
  • bool OnFollowSuccess(game.projectile.FollowEvent eventData) RTTI
  • void StartPhase1(Vector4 targetPos) RTTI
  • void StartPhase2() RTTI
  • void CalcFinalTargetPositionAndOffset() RTTI