SpawnBullets

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Code location (what's this?): Cosmoteer.Simulation.HitEffects.SpawnBulletsEffect

A hit effect that spawns bullets.

This projectile component spawns one or more projectiles "on-hit".

CalloutIconNote.pngInfo
This does not imply that the spawner actually collided with anything.

This is how mines and nukes change state after being launched.

Parameters

Complete list
Name Type Required? Buffable? Default value Description
Bullet BulletRules

meaning :

a path to a projectile's .rules file

Yes - - What type of projectile to spawn.

mine has &<mine_deployed.rules> . missile_nuke_stage1 has a reference to &<missile_nuke_stage2.rules> .

Count Range<int>

*Can be just one int

Yes - - How many projectiles to spawn.

mine and missile_nuke_stage1 have "1".

Distance Range<float> - - - ??
Arc Arc - - Arc.ThreeSixty

meaning :

full circle

Maybe a targeting parameter.
Spread Range<Angle> - - - Presumably the angle covered by the spawned projectiles.
InheritVelocity bool - - - Whether or not the spawned projectile keeps the speed of the projectile that spawned it.

missile_nuke_stage1 has "true".

RandomizeTarget bool - - - Presumably makes the spawned projectile pick a target at random.
ScaleCount bool - - - Presumably makes the amount of projectiles spawned scale with some value.
ScaleHealth bool - - - Whether or not the spawned projectile keeps the health percentage of the projectile that spawned it.

missile_nuke_stage1 has "true".

Notes

Files cannot reference themselves as a child projectile, or crash. Recursion either. So if you make drones with many phases, make that many steps manually too.

Example mods

The missiles in "Micromissile Launcher" by Dj0z

The drones in "Jani's Shipyard" by JaniTNT