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Copy file name to clipboardExpand all lines: docs/New-or-Enhanced-Logics.md
+2-2Lines changed: 2 additions & 2 deletions
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@@ -757,15 +757,15 @@ Trajectory.Speed=100.0 ; floating point value
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-`Trajectory.Straight.PassDetonate` enables extra detonations when the projectile is traveling. (You can use this when you want the projectile to detonate warheads every other distance/time during the flight.)
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-`Trajectory.Straight.PassDetonateWarhead` defines the warhead detonated by `Trajectory.Straight.PassDetonate`, and `Trajectory.Straight.PassDetonateDamage` defines the damage caused by `Trajectory.Straight.PassDetonateWarhead`.
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-`Trajectory.Straight.PassDetonateDelay` controls the delay for detonating the warhead defined by `Trajectory.Straight.Warhead`.
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-`Trajectory.Straight.PassDetonateInitialDelay` controls the initial delay for detonating the warhead defined by `Trajectory.Straight.Warhead`.
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-`Trajectory.Straight.PassDetonateInitialDelay` controls the initial delay for detonating the warhead defined by `Trajectory.Straight.PassDetonateWarhead`.
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-`Trajectory.Straight.PassDetonateLocal` controls whether `Trajectory.Straight.PassDetonateWarhead` and weapon's `Warhead` are always detonate at ground level. It will also no longer restrict vertical velocity of the projectile when using `Trajectory.Straight.ConfineAtHeight`.
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-`Trajectory.Straight.LeadTimeCalculate` controls whether the projectile need to calculate the lead time of the target when firing. Note that this will not affect the facing of the turret.
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-`Trajectory.Straight.OffsetCoord` controls the offsets of the target. Projectile will aim at this position to attack. It also supports `Inaccurate=yes` and `Trajectory.Straight.LeadTimeCalculate=true` on this basis.
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-`Trajectory.Straight.RotateCoord` controls whether to rotate the projectile's firing direction within the angle bisector of `Trajectory.Straight.OffsetCoord` according to the weapon's `Burst`. Set to 0 to disable this function.
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-`Trajectory.Straight.MirrorCoord` controls whether `Trajectory.Straight.OffsetCoord` need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated by `Trajectory.Straight.RotateCoord` will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result.
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-`Trajectory.Straight.UseDisperseBurst` controls whether the calculation of `Trajectory.Straight.RotateCoord` is based on its superior's `Trajectory.Disperse.WeaponBurst` of the dispersed trajectory, rather than `Burst` of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays.
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-`Trajectory.Straight.AxisOfRotation` controls the rotation axis when calculating `Trajectory.Straight.RotateCoord`. The axis will rotates with the unit orientation or the vector that from target position to the source position.
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-`Trajectory.Straight.ProximityImpact` controls the initial proximity fuse times. When there are enough remaining times and the projectile approaches another valid target, it will detonate a warhead defined by `Trajectory.Straight.Warhead` on it. If the times is about to run out, it will also detonate itself at its location. This function can be cancelled by setting to 0. A negative integer means unlimited times. By the way, you can use the weapon's `Warhead` with low versus only to aim at the target, and use the `Trajectory.Straight.ProximityWarhead` to causing actual harm. (You can use this to cause non repeated damage to all units encountered during the flight of the projectile.)
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-`Trajectory.Straight.ProximityImpact` controls the initial proximity fuse times. When there are enough remaining times and the projectile approaches another valid target, it will detonate a warhead defined by `Trajectory.Straight.ProximityWarhead` on it. If the times is about to run out, it will also detonate itself at its location. This function can be cancelled by setting to 0. A negative integer means unlimited times. By the way, you can use the weapon's `Warhead` with low versus only to aim at the target, and use the `Trajectory.Straight.ProximityWarhead` to causing actual harm. (You can use this to cause non repeated damage to all units encountered during the flight of the projectile.)
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-`Trajectory.Straight.ProximityWarhead` defines the warhead detonated by `Trajectory.Straight.ProximityImpact`, and `Trajectory.Straight.ProximityDamage` defines the damage caused by `Trajectory.Straight.ProximityWarhead`.
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-`Trajectory.Straight.ProximityRadius` controls the range of proximity fuse. It can NOT be set as a negative integer.
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-`Trajectory.Straight.ProximityDirect` controls whether let the target receive damage instead of detonating the warhead.
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