Difference between revisions of "DestructibleProxy"
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− | + | Attach a '''DestructibleProxy''' to an object to make it destructible by gunfire. | |
+ | ===Options=== | ||
+ | '''Life''': how many shots it takes to destroy this object. | ||
− | + | '''Particle Effect''': if this points to an object with a particle system on it, a copy of that object and its particle system will be created at the location of the destructible proxy whenever it is shot. You may wish to add a [[TimedObjectDestructor|Timed Object Destructor]] to the particle system object to make sure duplicates do not sit around. | |
+ | '''Destroy Particle Effect''': this behaves the same way as the above particle effect, but only triggers when the object is destroyed. | ||
− | + | '''Pitch''': If you place an audio source component on the destructible object, its audio clip will be played when the object is destroyed. X and Y represent the min and max pitch shift of that clip. A value will be randomly chosen between these values and the sound pitched accordingly. As with music, 0.5 represents 1 octave down, 2 an octave up. A value of 1 means no shift at all. | |
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[[Category: IntruderMM]] | [[Category: IntruderMM]] |
Revision as of 18:15, 4 May 2017
Attach a DestructibleProxy to an object to make it destructible by gunfire.
Options
Life: how many shots it takes to destroy this object.
Particle Effect: if this points to an object with a particle system on it, a copy of that object and its particle system will be created at the location of the destructible proxy whenever it is shot. You may wish to add a Timed Object Destructor to the particle system object to make sure duplicates do not sit around.
Destroy Particle Effect: this behaves the same way as the above particle effect, but only triggers when the object is destroyed.
Pitch: If you place an audio source component on the destructible object, its audio clip will be played when the object is destroyed. X and Y represent the min and max pitch shift of that clip. A value will be randomly chosen between these values and the sound pitched accordingly. As with music, 0.5 represents 1 octave down, 2 an octave up. A value of 1 means no shift at all.