Difference between revisions of "DestructibleProxy"

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== Introduction ==
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Attach a '''DestructibleProxy''' to an object to make it destructible by gunfire.
  
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===Options===
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'''Life''': how many shots it takes to destroy this object.
  
== History ==
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'''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.
  
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'''Destroy Particle Effect''': this behaves the same way as the above particle effect, but only triggers when the object is destroyed.
  
== Usage ==
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'''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.
 
 
 
 
== Demo ==
 
  
 
[[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.