Space Station 13 - Modules - TypesVar Details - Proc Details

projectile

Vars

always_hit_living_nondenseDoes this projectile hit living non dense mobs?
chainFor when you want your projectile to have a chain coming out of the gun
forcedodgeNumber of times an object can pass through an object. -1 is infinite
has_been_firedHas the projectile been fired?
hit_prone_targetsIf TRUE, hit mobs even if they're on the floor and not our target
immolateDoes the projectile increase fire stacks / immolate mobs on hit? Applies fire stacks equal to the number on hit.
last_angle_set_hitscan_storeLast turf an angle was changed in for hitscan projectiles.
last_projectile_moveLast world.time the projectile proper moved
min_ricochetshow many times we have to ricochet min (unless we hit an atom we can ricochet off)
reflectabilityDetermines the reflectability level of a projectile, either REFLECTABILITY_NEVER, REFLECTABILITY_PHYSICAL, REFLECTABILITY_ENERGY in order of ease to reflect.
ricochet_auto_aim_angleOn ricochet, if ricochet_auto_aim_range is nonzero, we'll consider any mobs within this range of the normal angle of incidence to home in on, higher = more auto aim
ricochet_auto_aim_rangeOn ricochet, if nonzero, we consider all mobs within this range of our projectile at the time of ricochet to home in on like Revolver Ocelot, as governed by ricochet_auto_aim_angle
ricochet_chance0-100 (or more, I guess), the base chance of ricocheting, before being modified by the atom we shoot and our chance decay
ricochet_decay_chance0-1 (or more, I guess) multiplier, the ricochet_chance is modified by multiplying this after each ricochet
ricochet_decay_damage0-1 (or more, I guess) multiplier, the projectile's damage is modified by multiplying this after each ricochet
ricochet_incidence_leewaythe angle of impact must be within this many degrees of the struck surface, set to 0 to allow any angle
ricochet_shoots_firerCan our ricochet autoaim hit our firer?
ricochetshow many times we've ricochet'd so far (instance variable, not a stat)
ricochets_maxhow many times we can ricochet max
shield_busterDoes this projectile do extra damage to / break shields?
time_offsetLeft over ticks in movement calculation
trajectoryThe projectile's trajectory
trajectory_ignore_forcemoveInstructs forceMove to NOT reset our trajectory to the new location!

Procs

preparePixelProjectileAims the projectile at a target.

Var Details

always_hit_living_nondense

Does this projectile hit living non dense mobs?

chain

For when you want your projectile to have a chain coming out of the gun

forcedodge

Number of times an object can pass through an object. -1 is infinite

has_been_fired

Has the projectile been fired?

hit_prone_targets

If TRUE, hit mobs even if they're on the floor and not our target

immolate

Does the projectile increase fire stacks / immolate mobs on hit? Applies fire stacks equal to the number on hit.

last_angle_set_hitscan_store

Last turf an angle was changed in for hitscan projectiles.

last_projectile_move

Last world.time the projectile proper moved

min_ricochets

how many times we have to ricochet min (unless we hit an atom we can ricochet off)

reflectability

Determines the reflectability level of a projectile, either REFLECTABILITY_NEVER, REFLECTABILITY_PHYSICAL, REFLECTABILITY_ENERGY in order of ease to reflect.

ricochet_auto_aim_angle

On ricochet, if ricochet_auto_aim_range is nonzero, we'll consider any mobs within this range of the normal angle of incidence to home in on, higher = more auto aim

ricochet_auto_aim_range

On ricochet, if nonzero, we consider all mobs within this range of our projectile at the time of ricochet to home in on like Revolver Ocelot, as governed by ricochet_auto_aim_angle

ricochet_chance

0-100 (or more, I guess), the base chance of ricocheting, before being modified by the atom we shoot and our chance decay

ricochet_decay_chance

0-1 (or more, I guess) multiplier, the ricochet_chance is modified by multiplying this after each ricochet

ricochet_decay_damage

0-1 (or more, I guess) multiplier, the projectile's damage is modified by multiplying this after each ricochet

ricochet_incidence_leeway

the angle of impact must be within this many degrees of the struck surface, set to 0 to allow any angle

ricochet_shoots_firer

Can our ricochet autoaim hit our firer?

ricochets

how many times we've ricochet'd so far (instance variable, not a stat)

ricochets_max

how many times we can ricochet max

shield_buster

Does this projectile do extra damage to / break shields?

time_offset

Left over ticks in movement calculation

trajectory

The projectile's trajectory

trajectory_ignore_forcemove

Instructs forceMove to NOT reset our trajectory to the new location!

Proc Details

preparePixelProjectile

Aims the projectile at a target.

Must be passed at least one of a target or a list of click parameters. If only passed the click modifiers the source atom must be a mob with a client.

Arguments: