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Projectiles.txt

From Fightorder
Class: CSimpleGroundFlash.  Scriptname: CSimpleGroundFlash
	sizeGrowth: float
	ttl: int
	colorMap: CColorMap*
	texture: GroundFXTexture*
	size: float
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSeismicGroundFlash.  Scriptname: CSeismicGroundFlash
	size: float
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CStandardGroundFlash.  Scriptname: CStandardGroundFlash
	flashSize: float
	circleAlpha: float
	flashAlpha: float
	circleGrowth: float
	color: uchar[3]
	size: float
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CGroundFlash.  Scriptname: CGroundFlash
	size: float
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CProjectile.  Scriptname: CProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CPieceProjectile.  Scriptname: CPieceProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CFlareProjectile.  Scriptname: CFlareProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CExpGenSpawner.  Scriptname: CExpGenSpawner
	delay: int
	dir: float3
	damage: float
	explosionGenerator: CExplosionGenerator*
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CFireProjectile.  Scriptname: CFireProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CTorpedoProjectile.  Scriptname: CTorpedoProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CEmgProjectile.  Scriptname: CEmgProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CBeamLaserProjectile.  Scriptname: CBeamLaserProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CFireBallProjectile.  Scriptname: CFireBallProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CLightningProjectile.  Scriptname: CLightningProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CStarburstProjectile.  Scriptname: CStarburstProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CFlameProjectile.  Scriptname: CFlameProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CWeaponProjectile.  Scriptname: CWeaponProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CMissileProjectile.  Scriptname: CMissileProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CLargeBeamLaserProjectile.  Scriptname: CLargeBeamLaserProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CExplosiveProjectile.  Scriptname: CExplosiveProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CLaserProjectile.  Scriptname: CLaserProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CBitmapMuzzleFlame.  Scriptname: CBitmapMuzzleFlame
	sideTexture: AtlasedTexture*
	frontTexture: AtlasedTexture*
	dir: float3
	colorMap: CColorMap*
	size: float
	length: float
	sizeGrowth: float
	ttl: int
	frontOffset: float
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CGenericParticleProjectile.  Scriptname: CGenericParticleProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSmokeTrailProjectile.  Scriptname: CSmokeTrailProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CMuzzleFlame.  Scriptname: CMuzzleFlame
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CGeoThermSmokeProjectile.  Scriptname: CGeoThermSmokeProjectile
	color: float
	size: float
	startSize: float
	sizeExpansion: float
	ageSpeed: float
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CTracerProjectile.  Scriptname: CTracerProjectile
	length: float
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CDirtProjectile.  Scriptname: CDirtProjectile
	alpha: float
	alphaFalloff: float
	size: float
	sizeExpansion: float
	slowdown: float
	color: float3
	texture: AtlasedTexture*
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSphereParticleSpawner.  Scriptname: CSphereParticleSpawner
	emitVector: float3
	emitMul: float3
	gravity: float3
	colorMap: CColorMap*
	texture: AtlasedTexture*
	airdrag: float
	particleLife: float
	particleLifeSpread: float
	numParticles: int
	particleSpeed: float
	particleSpeedSpread: float
	particleSize: float
	particleSizeSpread: float
	emitRot: float
	emitRotSpread: float
	directional: bool
	sizeGrowth: float
	sizeMod: float
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSimpleParticleSystem.  Scriptname: CSimpleParticleSystem
	emitVector: float3
	emitMul: float3
	gravity: float3
	colorMap: CColorMap*
	texture: AtlasedTexture*
	airdrag: float
	particleLife: float
	particleLifeSpread: float
	numParticles: int
	particleSpeed: float
	particleSpeedSpread: float
	particleSize: float
	particleSizeSpread: float
	emitRot: float
	emitRotSpread: float
	directional: bool
	sizeGrowth: float
	sizeMod: float
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CExploSpikeProjectile.  Scriptname: CExploSpikeProjectile
	length: float
	width: float
	alpha: float
	alphaDecay: float
	lengthGrowth: float
	dir: float3
	color: float3
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CWreckProjectile.  Scriptname: CWreckProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSmokeProjectile2.  Scriptname: CSmokeProjectile2
	color: float
	ageSpeed: float
	size: float
	startSize: float
	sizeExpansion: float
	wantedPos: float3
	glowFalloff: float
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CWakeProjectile.  Scriptname: CWakeProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CHeatCloudProjectile.  Scriptname: CHeatCloudProjectile
	heat: float
	maxheat: float
	heatFalloff: float
	size: float
	sizeGrowth: float
	sizemod: float
	sizemodmod: float
	texture: AtlasedTexture*
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSpherePartSpawner.  Scriptname: CSpherePartSpawner
	alpha: float
	ttl: int
	expansionSpeed: float
	color: float3
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSpherePartProjectile.  Scriptname: CSpherePartProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CRepulseGfx.  Scriptname: CRepulseGfx
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CGfxProjectile.  Scriptname: CGfxProjectile
	creationTime: int
	lifeTime: int
	color: uchar[4]
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSmokeProjectile.  Scriptname: CSmokeProjectile
	color: float
	size: float
	startSize: float
	sizeExpansion: float
	ageSpeed: float
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CBubbleProjectile.  Scriptname: CBubbleProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CGeoSquareProjectile.  Scriptname: CGeoSquareProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CShieldPartProjectile.  Scriptname: CShieldPartProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool