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| proto external void | EnableSimulation (IEntity owner) |
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| proto external void | Launch (vector direction, vector parentVelocity, float initSpeedCoef, IEntity projectileEntity, IEntity gunner, IEntity parentEntity, IEntity lockedTarget, IEntity weaponComponent) |
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| proto external vector | GetProjectileSimulationResult (vector initPosition, float initSpeed, float initElevationAngle, float initAzimuth=0, vector windSpeed=vector.Zero, float targetHeight=0, bool mustFallDown=true, float maxSimulationTime=-1, float maxHorizontalDistance=-1) |
| | Predicts the projectile simulation result (there's no interaction with the world).
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| proto external vector | GetVelocity () |
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| proto external float | GetRewindDuration () |
| | Queries the rewind duration (equal to the RTT of the remote shooter's connection at the time of the shot) from the projectile for lag compensation.
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| proto external void | SetRewindDuration (float duration) |
| | Sets the rewind duration (equal to the RTT of the remote shooter's connection) of the projectile for lag compensation.
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| proto external float | GetBulletSpeedCoef () |
| | Gets the bullet speed coef of this bullet.
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| proto external void | SetBulletCoef (float coef) |
| | Sets the bullet speed coef of this bullet.
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| proto external Instigator | GetInstigator () |
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| proto external void | SetInstigator (notnull Instigator instigator) |
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| proto external IEntity | GetParentProjectile () |
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| bool | OnTicksOnRemoteProxy () |
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| void | OnDelete (IEntity owner) |
| | Called when Entity is being to be destroyed (deleted) or component to be deleted.
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◆ EnableSimulation()
| proto external void ProjectileMoveComponent.EnableSimulation |
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IEntity | owner | ) |
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◆ GetBulletSpeedCoef()
| proto external float ProjectileMoveComponent.GetBulletSpeedCoef |
( |
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Gets the bullet speed coef of this bullet.
Init speed gets created with muzzle bullet speed coef and this bullet speed coef. (Used for i.e. mortar charge rings)
- Returns
- Bullet speed coef.
- Warning
- Value does not return total speed coef but just the value set on the bullet. For total: multiply bullet speed coef from muzzle with this value.
◆ GetProjectileSimulationResult()
| proto external vector ProjectileMoveComponent.GetProjectileSimulationResult |
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vector | initPosition, |
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float | initSpeed, |
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float | initElevationAngle, |
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float | initAzimuth = 0, |
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vector | windSpeed = vector.Zero, |
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float | targetHeight = 0, |
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bool | mustFallDown = true, |
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float | maxSimulationTime = -1, |
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float | maxHorizontalDistance = -1 ) |
Predicts the projectile simulation result (there's no interaction with the world).
Only works when projectile debugging is enabled.
- Parameters
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| initPosition | launch position. |
| initSpeed | launch speed. |
| initElevationAngle | elevation angle in degrees. |
| initAzimuth | azimuth angle in degrees. |
| windSpeed | wind velocity. |
| targetHeight | target height that the projectile must reach before simulation ends. |
| mustFallDown | if true, the projectile must fall down below this height for simulation to end. if false, projectile should simply reach this height. |
| maxSimulationTime | maximum simulation time in seconds. if maxSimulationTime <= 0, 60s is used. |
| maxHorizontalDistance | maximum distance along the launch azimuth direction. if value < 0, 10km is used |
- Returns
- The final position of the projectile (either reached target or time expired)
◆ GetRewindDuration()
| proto external float ProjectileMoveComponent.GetRewindDuration |
( |
| ) |
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Queries the rewind duration (equal to the RTT of the remote shooter's connection at the time of the shot) from the projectile for lag compensation.
- Warning
- This has to be performed on authority, and before a shell is launched or on non-network shots, the return value will be zero.
- Returns
- The current rewind duration in seconds.
◆ GetVelocity()
| proto external vector ProjectileMoveComponent.GetVelocity |
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| ) |
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◆ Launch()
| proto external void ProjectileMoveComponent.Launch |
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vector | direction, |
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vector | parentVelocity, |
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float | initSpeedCoef, |
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IEntity | projectileEntity, |
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IEntity | gunner, |
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IEntity | parentEntity, |
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IEntity | lockedTarget, |
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IEntity | weaponComponent ) |
◆ SetBulletCoef()
| proto external void ProjectileMoveComponent.SetBulletCoef |
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float | coef | ) |
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Sets the bullet speed coef of this bullet.
Init speed gets created with muzzle bullet speed coef and this bullet speed coef. (Used for i.e. mortar charge rings)
- Parameters
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| coef | New bullet speed coef |
- Warning
- Value does not set total speed coef but just the value set on the bullet. For total: multiply bullet speed coef from muzzle with this value.
◆ SetRewindDuration()
| proto external void ProjectileMoveComponent.SetRewindDuration |
( |
float | duration | ) |
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Sets the rewind duration (equal to the RTT of the remote shooter's connection) of the projectile for lag compensation.
- Parameters
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| duration | The new rewind duration in milliseconds. |
- Warning
- This has to be performed on authority, and must be done after the shell is launched.
The documentation for this interface was generated from the following file:
- Game/generated/Projectile/ProjectileMoveComponent.c