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[General Purpose] New Tracing trajectory #1481
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[General Purpose] New Tracing trajectory #1481
CrimRecya
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Phobos-developers:develop
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CrimRecya:develop-trajectory-tracing
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Found in the english doc: should be changed to: |
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Trajectory.Tracing.TraceMode
controls how should the projectile trace the target. This is used to calculate coordinate axis ofTrajectory.Tracing.OffsetCoord
located on the tracking target. The H axis is not affected by the tilt and deflection of the tracking target, and always faces directly above. This has the following 6 modes.Trajectory.Tracing.TheDuration
controls the tracing duration in frames. If it is a non-positive number, the projectile will use weapon'sROF
-10 as the duration. At least 1 frame.Trajectory.Tracing.TolerantTime
controls how long the projectile will detonate after losing the target. If it is 0, it will detonate directly when switching targets.Trajectory.Tracing.ROT
controls the rotational speed of the projectile. When it is negative, it will follow the direction of movement. When it is 0, it will always face the target. When it is positive, it will rotate towards the target according to this speed. IfTrajectory.Tracing.BulletSpin=true
, the direction of rotation is determined by its positive or negative sign, and the speed of rotation is determined by its value.Trajectory.Tracing.BulletSpin
controls whether the projectile will continuously rotate itself likeTurretSpin
.Trajectory.Tracing.PeacefullyVanish
controls whether the projectile disappears directly when it is about to detonate, without producing animation or causing damageTrajectory.Tracing.TraceTheTarget
controls whether the target tracked by the projectile is the target of the projectile, and the tracing weapons will be fired by the unit towards the projectile. Otherwise, it will trace the firer, and the tracing weapons will be fired from the projectile towards the target. At the same time, the projectile will detonate if the firer dies.Trajectory.Tracing.CreateAtTarget
controls whether the projectile is directly generated at the target position.Trajectory.Tracing.CreateCoord
controls the generate position. Not related toTrajectory.Tracing.TraceMode
.Trajectory.Tracing.OffsetCoord
controls the tracing position on its target, useTrajectory.Tracing.TraceMode
determines the specific location.Trajectory.Tracing.WeaponCoord
controls the FLH where the projectile fires the weapon whenTrajectory.Tracing.TraceTheTarget=false
.Trajectory.Tracing.UseDisperseCoord
controls whether the fire position ofTrajectory.Tracing.Weapons
need to replaced with the FLH of its superior's dispersed trajectory, which setTrajectory.Disperse.RecordSourceCoord
to true (Only if the weapon should be fired from the unit position).Trajectory.Tracing.Weapons
defines the tracing weapons of the projectile.Trajectory.Tracing.WeaponCount
controls how many times the projectile can fire the corresponding weapon. Set to a negative value means unlimited times. If set to zero, the cooling will be calculated directly without firing the tracing weapon. If the quantity is less thanTrajectory.Tracing.Weapons
, the last value in the list will be used.Trajectory.Tracing.WeaponDelay
controls the delay after firing the corresponding weapon, at least 1 frame. If the quantity is less thanTrajectory.Tracing.Weapons
, the last value in the list will be used.Trajectory.Tracing.WeaponTimer
controls the initial delay for firing the tracing weapons defined byTrajectory.Tracing.Weapons
.Trajectory.Tracing.WeaponCycle
controls how many rounds of weapons the projectile can fire, zero will not fire weapons, and negative numbers are considered infinite.Trajectory.Tracing.WeaponCheck
controls whether the projectile will check its orientation before firing the tracing weapons. Ignore this ifTrajectory.Tracing.Synchronize=false
orTrajectory.Tracing.TraceTheTarget=true
orTrajectory.Tracing.BulletSpin=true
or have negativeTrajectory.Tracing.ROT
.Trajectory.Tracing.Synchronize
controls whether the target of the projectile is synchronized with the target of its firer. If not, the projectile will not update the target. WhenTrajectory.Tracing.TraceTheTarget=no
, the tracing weapons will select their own targets to attack based on its range.Trajectory.Tracing.SuicideAboveRange
controls whether the projectile will explode if its target exceeds the range.Trajectory.Tracing.SuicideIfNoWeapon
controls whether the projectile will explode after firing the final weapon.In
rulesmd.ini
: