Functions Documentation | |
Name | sysCreateWeaponFire |
Syntax | (sysCreateWeaponFire weaponID objSource posVector dir speed objTarget [detonateNow] [weaponBonus]) -> obj |
Argument List | weaponID: the UNID of the called weapon effect objSource: the spaceObject who is the controller of the weaponfire, can also be Nil posVector: position of the weaponfire dir: angle of the direction of the weapon speed: velocity of the weaponfire objTarget: the target of the weapon, can also be Nil [detonateNow]: if True the failsafe variable in the <Weapon> tag is ignored [weaponBonus]: the bonus damage multiplier, eg from aWeaponBonus if used in <onFireWeapon> |
Returns | obj: The shotObject created by the weapon |
Category | unid, system, create |
Description | Creates the weaponfire effect of a weapon selected from the UNID |
Example |
This is a typical example of firing the source weapon (in an OnFireWeapon event) with many of its base attributes intact, ie. firing in the same angle with the same speed. This is for non missile-weapons.
(sysCreateWeaponFire (itmGetUNID gItem) gSource aFirePos aFireAngle (typGetDataField (itmGetUNID gItem) 'speed) aTargetObj)This one is for omnidirectional weapons: (block (shot) (setq shot (sysCreateWeaponFire (itmGetUNID gItem) gSource aFirePos (sysCalcFireSolution (sysVectorSubtract (objGetPos aTargetObj) aFirePos) (sysVectorSubtract (objGetVel aTargetObj) (objGetVel gSource)) (typGetDataField (itmGetUNID gItem) 'speed)) (typGetDataField (itmGetUNID gItem) 'speed) aTargetObj Nil aWeaponBonus)) (objIncVel shot (objGetVel gSource)) ) |
Comment | Highly customizable function that creates weapon fire effects. The target of the weapon is specified in order to be used for tracking weapons. |
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