Difference between revisions of "FireHomingProjectile"

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m (1 revision: Importing auto-generated function articles)
(looks okay, removing tag. Add a link and Category:Projectiles)
 
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{{Generated}}
 
 
{{dafunction
 
{{dafunction
 
|name=FireHomingProjectile
 
|name=FireHomingProjectile
Line 5: Line 4:
 
|param1type=int
 
|param1type=int
 
|param1name=nType
 
|param1name=nType
|param1desc=the projectile type (see the PRJ 2da)
+
|param1desc=the projectile type (see the [[PRJ_base.xls]] 2da)
 +
|param1default=
 
|param2type=vector
 
|param2type=vector
 
|param2name=vSourcePosition
 
|param2name=vSourcePosition
 
|param2desc=start position for the projectile
 
|param2desc=start position for the projectile
 +
|param2default=
 
|param3type=object
 
|param3type=object
 
|param3name=oTarget
 
|param3name=oTarget
 
|param3desc=object to follow and hit
 
|param3desc=object to follow and hit
 +
|param3default=
 
|param4type=int
 
|param4type=int
 
|param4name=nCrustEffectId
 
|param4name=nCrustEffectId
 
|param4desc=crust vfx to apply to the projectile
 
|param4desc=crust vfx to apply to the projectile
 +
|param4default=0
 
|param5type=object
 
|param5type=object
 
|param5name=oEventTarget
 
|param5name=oEventTarget
 
|param5desc=object to send the impact event to
 
|param5desc=object to send the impact event to
 +
|param5default=OBJECT_INVALID
 
|returntype=object
 
|returntype=object
 
|returndesc=projectile id
 
|returndesc=projectile id
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[[FireProjectile]], [[SetProjectileImpactEvent]]
 
[[FireProjectile]], [[SetProjectileImpactEvent]]
 
[[Category: Object functions]]
 
[[Category: Object functions]]
 +
[[Category:Projectiles]]

Latest revision as of 19:05, 16 February 2010

Fire a tracking projectile from a specified source point to a target object

object FireHomingProjectile(
int nType,
vector vSourcePosition,
object oTarget,
int nCrustEffectId = 0,
object oEventTarget = OBJECT_INVALID
);
Parameters:
nType
the projectile type (see the PRJ_base.xls 2da)
vSourcePosition
start position for the projectile
oTarget
object to follow and hit
nCrustEffectId
crust vfx to apply to the projectile
oEventTarget
object to send the impact event to
Returns:

projectile id

Source:

script.ldf



See also

FireProjectile, SetProjectileImpactEvent