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Projectile Trails
SmArtKar edited this page Jul 3, 2023
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4 revisions
CompProperties_ProjectileTrail can be attached to any projectile's ThingDef in order to allow to attach or spawn flecks, motes, effecters and sustainers. You can also make your projectile have an athena beam linking them and their firer. This looks the best on high-speed projectiles as the beam will look unnatural if the firer moves while the projectile is in flight.
Beam def must be have a Beam thingClass or be a subclass of a Beam
public class CompProperties_ProjectileTrail : CompProperties
{
// Def for flecks that will be continiously spawned
public FleckDef trailFleck;
// Def for motes that will be continiously spawned
public ThingDef trailMote;
// Def for effecters that will be continiously spawned
public EffecterDef trailEffecter;
// Def for an effecter that will be attached to the projectile
public EffecterDef projectileEffecter;
// Def for an Athena beam
public ThingDef beamDef;
// Chance curve for spawning effects
public SimpleCurve effectSpawnCurve = new SimpleCurve
{
{
new CurvePoint(0f, 0.5f),
true
},
{
new CurvePoint(1f, 0.5f),
true
}
};
// Def for a mote that will be attached to the projectile
public ThingDef attachedMote;
// Offset for the mote above. Rotates with the projectile
public Vector3 attachedMoteOffset;
// Def for a dual-sided mote that will be attached to the firer and projectile
public ThingDef dualMote;
// Offsets for the mote above. Offset A is for the projectile side and rotates with the projectile, while offset B is for the firer and doesn't rotate
public Vector3 dualMoteOffsetA;
public Vector3 dualMoteOffsetB;
// Def for a sustainer that will be attached to the projectile
public SoundDef sustainer;
}- Stats
- Gene Templates
- Pawn Group Utility
- Under Group Combat Pressure Think Node
- Min Prey Body Size
- Modular Things
- Gene Locked Recipes and Buildings
- Additional Gene Drops
- Angle Based Shotguns
- Following ("Running") Beams
- Pawn Turret Extensions
- Damage Modification
- Advanced Tools
- Shockwave Attacks
- Miniguns
- Elite Shot
- AOE Hediff Explosion Projectiles
- Frag Grenades
- Cooldown Graphics
- Scatter Things Ability
- Abilities on Equipment
- Burst Projectile Abilities
- Reloadable Abilities
- Shockwave Ability
- Projectile Comps
- Projectile Impact Effects
- Projectile Trails
- Bouncy Projectiles
- Spawner Projectiles
- Roof Collapse Projectiles
- Scattershot Projectiles
- Custom Body Graphic For Apparel
- Multi Layered Apparel Graphics
- Advanced Equipment Shields
- Equipment with Prerequisites
- Advanced Armor
- Gene-based Apparel Textures
- Gene Locked Equipment
- Additional Apparel Graphics Comps
- Hediff Giver Extension
- Bomb Hediff Comp
- Remove On Severity Comp
- Renderable Hediffs
- Shield Hediffs
- Armored Hediffs
- Disableable Hediffs
- Modular Hediffs
- Hediffs with Prerequisites
- Singular Hediff Abilities
- Hediff On Damage
- Additional Hediff Graphics Comps
- Caching
- IArmored
- IDamageResponse
- IRenderable
- IStageOverride
- IStatModifier
- IProjectile
- IPreventEquip
- IHediffGraphicGiver and IEquippableGraphicGiver
- IDamageModifier
- IColorSelector
- IBodyModifier