Projectile

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This page refers to the Projectile screen that, in the GECK, is found under Special Effects --> Projectile, not the Projectiles page found under Items --> Ammo --> Projectiles.

Projectile Dialog

  • ID: Unique Editor ID that can be used in scripts and can be searched in the Object Window with the "filter" bar.
  • Name: Name used when targeting the projectile in VATS.
  • Projectile Type:
Type Description
Missile Projectile used for bullets or rockets...anything that travels in a straight line
Lobber Projectile used for grenades, rocks, mines...anything that is lobbed and can bounce around
Beam Projectile used for energy/beam weapons, will instantly hit regardless of projectile speed
Flame Projectile for fire-based weapons like the Flamer. Flame projectiles are not stopped by striking an actor but otherwise behave like missiles.
Continuous Beam Unknown, likely a development leftover. A "continuous" beam attack can be simulated using a regular beam projectile in a weapon with a suitably high firing rate.


  • Art File: The name of the file that contains the 3D art for this projectile.
  • Light: Has no effect in NV/FO3. Fixed in JIP LN 55.45
  • Default Weapon Source: Projectile references store whichever weapon they fired from/as, and if they can be picked up by an NPC or the player they will be added to inventory as that weapon. However, a default weapon source is needed for those projectiles that are placed in the editor, else they will not add to the inventory if picked up since they were never "fired" to get where they are. Namely, this field is important for any and all mines and the like that can be placed in the world from a mod.
  • Supersonic: - If checked, the sound emanates from the point of the projectile's path closest to the listener (Think bullets whizzing by your head). If unchecked, the sound emitter follows the projectile around until it is destroyed (Think rockets flying through the air).
  • Unlabeled sound button: The name of the sound file to play as projectile flies by. Click the button to bring up the sound picker.
  • Sound Level: Volume of sound (Loud, Normal, Silent). Used in detection calculations.
  • Speed: Velocity of the projectile.
  • Gravity: How much gravity has an effect on the projectile.
  • Range: Maximum distance the projectile will fire (or be tracked).
  • Impact Force: Sets the strength of the force of the projectile.
  • Tracer Chance: The probability that a projectile object will be drawn to screen (So player can follow the bullets' trajectories).
  • Fade Duration: How long the projectile (typically a beam) will be visible on screen.
  • Muzzle Flash: If checked, a light will appear at the tip of the weapon when fired.
    • Light: Editor ID of light object to be used.
    • Unlabelled Filename: Filename for muzzle flash special effect.
    • Duration: How short the flash occurs for.
  • Explosion: If checked, the projectile can cause an explosion upon impact.
    • Type: Editor ID of explosion that occurs.
    • Trigger on Impact: If selected, explosion occurs when projectile makes impact.
    • Alt. Trigger: If selected, explosion does not necessarily occur when projectile makes impact.
      • Timer: The time that must transpire before explosion occurs. If Proximity is > 0, the timer will be modified by the triggering actor's skill in Explosives: FMinesDelayMin + (Timer * Explosives skill / 100). Note that the game considers creatures to have no skill score for this.
      • Proximity: How close a target must be for the explosion to occur. Takes precedence over (and combines with) timer, ignored if 0.
      • Countdown Sound: Selects the sound file that plays while the timer is running.
    • Detonates (NV): All projectiles using this type will explode when calling DetonatePlacedExplosives on the actor that fired the projectile. Used by C-4.
  • Hitscan: If checked, the projectile will instantly ray-trace whether the target is impacted or not without performing in-flight collision detection and ballistic simulation. The damage will still be delayed according to the projectile speed versus the distance to the target.
  • Can be Disabled: This is used for projectiles that can be deactivated, such as mines. A XP amount equal to IMineDisarmExperience will be awarded to the player on a successful deactivation.
    • Disable Sound: Selects the sound file that plays when a projectile is disabled.
  • Can be Picked Up: If checked, projectile can be picked up by the player character after it has been disabled, or regardless of it if Can be Disabled isn't enabled.
  • Crit Effect: Pins Limbs: If a projectile dismembers a limb this will enable it to be pinned to surfaces.
  • Pass Through Small Transparent: Enables the projectile to pass through the Small Transparent collision layer (objects like a chain link fence).
  • Add Destruction Data: Button used to add destructible stages to projectile.

Debugging

  • Visual debug information for projectiles is available by setting the "bProjectileDebug:Combat" INI setting to 1.

Notes

  • Grenade and mine-type weapons that use an exploding projectile with the Alt. Trigger flag can be reverse-pickpocketed onto NPCs. If successful the weapon goes live and explodes in the NPC's inventory after FProjectileInventoryGrenadeTimer has elapsed, always killing it regardless of its HP. This is known as the "exploding pants" maneuver. GetPlantedExplosive will return true on the NPC after FProjectileInventoryGrenadeFreakoutTime has elapsed, typically used to make it go into panic with idles.
  • This also works with the Detonates flag, in which case the above timers will not advance and GetPlantedExplosive will always return false, but the explosive can be detonated to kill the NPC with DetonatePlacedExplosives.
  • If Gravity is non-zero and Hitscan is false, the 3D projectile will be simulated in game at all times, rather than just in VATS.
  • Regardless of the Hitscan setting, full ballistic flight modelling is always performed in VATS.
  • The "Can be Picked Up" flag doesn't appear to work with "Missile" type projectiles regardless if "Crit Effect: Pins Limbs" or "Default Weapon Source" is used.
  • Using hitscan with a projectile that can spawn a explosion is not recommended as multiple explosions will spawn causing the game to hang for brief moments.
  • Placed mines are considered projectiles.

Bugs

  • Using an explosive weapon for exploding pants whose projectile has neither the Alt. Trigger nor Detonates flag will cause the NPC to become stuck in the exploding pants state, and the weapon will never explode.

See Also