object ExplosiveDeployableControl
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- ExplosiveDeployableControl
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- def DamageResolution(target: ExplosiveDeployable, cause: DamageResult, damage: Int): Unit
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- target
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- cause
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- damage
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- def DestructionAwareness(target: ExplosiveDeployable, cause: DamageResult): Unit
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- target
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- cause
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- def detectTarget(g1: VolumetricGeometry, up: Vector3)(obj1: PlanetSideGameObject, obj2: PlanetSideGameObject, maxDistance: Float): Boolean
Two game entities are considered "near" each other if they are within a certain distance of one another.
Two game entities are considered "near" each other if they are within a certain distance of one another. For explosives, targets in the damage radius in the direction of the blast (above the explosive) are valid targets. Targets that are ~0.5916f units in the opposite direction of the blast (below the explosive) are also selected.
- g1
a cached geometric representation that should belong to
obj1
- up
a cached vector in the direction of "above
obj1
's geometric representation"- obj1
a game entity that explodes
- obj2
a game entity that suffers the explosion
- maxDistance
the square of the maximum distance permissible between game entities before they are no longer considered "near"
- returns
true
, if the target entities are near enough to each other;false
, otherwise
- See also
ObjectDefinition.Geometry
PrimitiveGeometry.pointOnOutside
Vector3.DistanceSquared
Vector3.neg
Vector3.relativeUp
Vector3.ScalarProjection
Vector3.Unit
- def detectionForExplosiveSource(obj: PlanetSideGameObject): (PlanetSideGameObject, PlanetSideGameObject, Float) => Boolean
Two game entities are considered "near" each other if they are within a certain distance of one another.
Two game entities are considered "near" each other if they are within a certain distance of one another. For explosives, the source of the explosion is always typically constant.
- obj
a game entity that explodes
- returns
a function that resolves a potential target as detected
- See also
detectsTarget
ObjectDefinition.Geometry
Vector3.relativeUp
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- def explodes(target: Target, cause: DamageResult): Unit
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