Difference between revisions of "FireProjectile"

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(Generated by Sunjammer's Dragon Age Script Paser)
 
(looks okay, removing tag. Also Category:Projectiles)
 
(3 intermediate revisions by 2 users not shown)
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{{Generated}}
 
 
{{dafunction
 
{{dafunction
 
|name=FireProjectile
 
|name=FireProjectile
Line 6: Line 5:
 
|param1name=nType
 
|param1name=nType
 
|param1desc=the projectile type (see the PRJ 2da)
 
|param1desc=the projectile type (see the PRJ 2da)
 +
|param1default=
 
|param2type=vector
 
|param2type=vector
 
|param2name=vSourcePosition
 
|param2name=vSourcePosition
 
|param2desc=start position for the projectile
 
|param2desc=start position for the projectile
 +
|param2default=
 
|param3type=vector
 
|param3type=vector
 
|param3name=vTargetPosition
 
|param3name=vTargetPosition
 
|param3desc=end position to hit
 
|param3desc=end position to 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=int
 
|param5type=int
 
|param5name=bWideAngle
 
|param5name=bWideAngle
 
|param5desc=enable this to make the projectile follow a longer trajectory
 
|param5desc=enable this to make the projectile follow a longer trajectory
 +
|param5default=FALSE
 
|param6type=object
 
|param6type=object
 
|param6name=oEventTarget
 
|param6name=oEventTarget
 
|param6desc=object to send the impact event to
 
|param6desc=object to send the impact event to
 +
|param6default=OBJECT_INVALID
 
|returntype=object
 
|returntype=object
 
|returndesc=projectile id
 
|returndesc=projectile id
Line 40: Line 45:
 
[[FireHomingProjectile]], [[SetProjectileImpactEvent]]
 
[[FireHomingProjectile]], [[SetProjectileImpactEvent]]
 
[[Category: Object functions]]
 
[[Category: Object functions]]
 +
[[Category:Projectiles]]

Latest revision as of 19:04, 16 February 2010

Fire a projectile from a specified source point to a target position

object FireProjectile(
int nType,
vector vSourcePosition,
vector vTargetPosition,
int nCrustEffectId = 0,
int bWideAngle = FALSE,
object oEventTarget = OBJECT_INVALID
);
Parameters:
nType
the projectile type (see the PRJ 2da)
vSourcePosition
start position for the projectile
vTargetPosition
end position to hit
nCrustEffectId
crust vfx to apply to the projectile
bWideAngle
enable this to make the projectile follow a longer trajectory
oEventTarget
object to send the impact event to
Returns:

projectile id

Source:

script.ldf



See also

FireHomingProjectile, SetProjectileImpactEvent