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Projectile Base: Types of Projectiles

Vuthakral edited this page Mar 15, 2022 · 1 revision

Preface

The Draconic Projectile Base offers a wide variety of features & functionalities for creating many kinds of projectiles.

The "type" is assigned to your entity as the ENT.ProjectileType= "thinggoeshere" setting.
Please note that these types are CASE SENSITIVE.

Below is a list of every "type" of projectile currently supported by the Projectile Base, how they work, and what they each do.

point

The point projectile type is a very simple & straightforward projectile. It is created, and does its thing on impact. The point projectile type has no unique settings attributed to it. This type cannot be used to create explosives.

explosive

explosive projectile types are used to create bog-standard Half-Life 2 explosions upon impact.

Associated settings:

  • ENT.ExplodeSoundNear
  • ENT.ExplodeSoundFar
  • ENT.ExplodePressure
  • ENT.AffectRadius
  • ENT.ExplodeShakePower
  • ENT.ExplodeShakeTime
  • ENT.ExplodeShakeDistance

lua_explosive

The lua_explosive projectile type is likely the most commonly used projectile type. It is used to create scripted explosions upon impact.

Associated settings:

  • ENT.ExplodeSoundNear
  • ENT.ExplodeSoundFar
  • ENT.ExplodePressure
  • ENT.AffectRadius
  • ENT.ExplodeShakePower
  • ENT.ExplodeShakeTime
  • ENT.ExplodeShakeDistance

grenade

The grenade projectile type is also very simple. It is simply spawned, and explodes after a few requirements are met. grenade is influenced by ENT.FuseTime, and ENT.ExplosionType grenade will trigger its explosion after ENT.FuseTime passes from when it is created. grenade projectile types are aimed more at usage of custom lua through setting the ExplosionType to "Scripted".

Associated settings:

  • ENT.FuseTime
  • ENT.ExplosionType
  • ENT.ExplodeSoundNear
  • ENT.ExplodeSoundFar
  • ENT.ExplodePressure
  • ENT.AffectRadius
  • ENT.ImpactEffect
  • ENT.ExplodeShakePower
  • ENT.ExplodeShakeTime
  • ENT.ExplodeShakeDistance

fire

fire projectiles simply exist, and create scorch decals on surfaces they impact. I highly advise giving these a collision model of a small plate so that they can stop after a short travel distance, and be easily affected by the engine's aerodynamics. These projectiles will self-remove after the time set by ENT.FuseTime.

Associated settings:

  • ENT.FuseTime
  • ENT.AffectRadius

sticky

sticky projectiles function very similarly to grenade, except that they stick to the first spot they hit and only start their FuseTime after sticking to something.

Associated settings:

  • ENT.FuseTime
  • ENT.ExplosionType
  • ENT.ExplodeSoundNear
  • ENT.ExplodeSoundFar
  • ENT.ExplodePressure
  • ENT.AffectRadius
  • ENT.ImpactEffect
  • ENT.ExplodeShakePower
  • ENT.ExplodeShakeTime
  • ENT.ExplodeShakeDistance

playersticky

The same as sticky, except that it will only stick to players / NPCs / NextBots.

Associated settings:

  • ENT.FuseTime
  • ENT.ExplosionType
  • ENT.ExplodeSoundNear
  • ENT.ExplodeSoundFar
  • ENT.ExplodePressure
  • ENT.AffectRadius
  • ENT.ImpactEffect
  • ENT.ExplodeShakePower
  • ENT.ExplodeShakeTime
  • ENT.ExplodeShakeDistance

FuseAfterFirstBounce

grenade, but the fuse time only starts after the grenade's first bounce. (First time it hits something.)

Associated settings:

  • ENT.FuseTime
  • ENT.ExplosionType
  • ENT.ExplodeSoundNear
  • ENT.ExplodeSoundFar
  • ENT.ExplodePressure
  • ENT.AffectRadius
  • ENT.ImpactEffect
  • ENT.ExplodeShakePower
  • ENT.ExplodeShakeTime
  • ENT.ExplodeShakeDistance

supercombine

sticky but with the added effect that if the ENT.SuperCombineRequirement number is met in number of this projectile attached to a single target, they will trigger a supercombine explosion effect.

Associated settings:

  • ENT.FuseTime
  • ENT.ExplosionType
  • ENT.ExplodeSoundNear
  • ENT.ExplodeSoundFar
  • ENT.AffectRadius
  • ENT.SuperCombineRequirement
  • ENT.SuperDamage
  • ENT.SuperDamageType
  • ENT.SuperCombineType (Supercombine version of ENT.ExplosionType)
  • ENT.SuperExplodePressure
  • ENT.SuperExplodeShakePower
  • ENT.SuperExplodeShakeTime
  • ENT.SuperExplodeShakeDistance

magazine

magazine despawns after 15 seconds.

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