BlackICE Scripting

class game.projectile

Component

game.projectile.Component

  • 11 properties
  • 30 functions

Extends ent.IPlacedComponent ent.IComponent IScriptable ISerializable

Properties

PropertyTypeOffset
onCollisionActiongame.projectile.OnCollisionAction0x7AC
useSweepCollisionbool0x7B0
collisionsFilterClosestbool0x7BC
sweepCollisionRadiusfloat0x7B4
rotationOffsetQuaternion0x8A0
deriveOwnerVelocitybool0x7A9
derivedVelocityParamsgame.projectile.VelocityParams0x7D0
filterDataphysics.FilterData?0x800
queryPresetphysics.QueryPreset0x810
explosionPreviewTimefloat0x890
gameEffectRefgame.EffectRef0x820

Functions

  • void AddParabolic(game.projectile.ParabolicTrajectoryParams paramss) RTTI
  • void AddFollow(game.projectile.FollowTrajectoryParams paramss) RTTI
  • void AddFollowCurve(game.projectile.FollowCurveTrajectoryParams paramss) RTTI
  • void AddAccelerateTowards(game.projectile.AccelerateTowardsTrajectoryParams paramss) RTTI
  • void AddLinear(game.projectile.LinearTrajectoryParams paramss) RTTI
  • void Slide(game.projectile.SlideTrajectoryParams paramss) RTTI
  • void SetSpiral(game.projectile.SpiralParams paramss) RTTI
  • Vector4 GetPrintVelocity() RTTI
  • void SetWasTrajectoryStopped(bool wasStopped) RTTI
  • void SetDesiredTransform(Transform transform) RTTI
  • void SetEnergyLossFactor(float energyLossFactor, float puppetEnergyLossFactor) RTTI
  • void ClearTrajectories() RTTI
  • bool IsTrajectoryEmpty() RTTI
  • void AddIgnoredEntity(ent.EntityID entityID) RTTI
  • void RemoveIgnoredEntity(ent.EntityID entityID) RTTI
  • void ClearIgnoredEntities() RTTI
  • void SetExplosionVisualRadius(float explosionRadius) RTTI
  • void SetOnCollisionAction(game.projectile.OnCollisionAction action) RTTI
  • game.EffectInstance? GetGameEffectInstance() RTTI
  • void SpawnTrailVFX() RTTI
  • CName GetTrailVFXName() RTTI
  • float GetTrailVFXScale() RTTI
  • void ToggleAxisRotation(bool enabled) RTTI
  • void AddAxisRotation(Vector4 axis, float value) RTTI
  • void LockOrientation(bool enable) RTTI
  • void SetCollisionEvaluator(game.projectile.ScriptCollisionEvaluator collisionEvaluator) RTTI
  • void SetDeactivationDepth(float depth) RTTI
  • void SetCollisionCooldown(float cooldown) RTTI
  • WeakHandle<game.Object> GetProjectileOwner() RTTI
  • void LogDebugVariable(CName key, string value) RTTI