na
the grenade's object
the position where the grenade landed (where it is)
na; frequently 42
na; frequently 0
the velocity of the grenade when it landed
na
a List
of all targets influenced by the splash
the position where the grenade landed (where it is)
the grenade's object
the velocity of the grenade when it landed
a List
of all targets influenced by the splash
na
na; frequently 42
na; frequently 0
na
Dispatched to the server when a type of effect that influence multiple targets activates.
Splash does not refer to the effect upon an applicable target. Splash denotes the fixed radius wherein a said effect exerts temporary influence. Being damaged is the most common splash effect; the jammering effect is another. A pain field does not count because it is an environmental constant. Lashing is considered different because it is a type of inheritable influence.
Valid targets for splash are all interactive game objects that maintain a GUID. This includes: players, of course; vehicles, of course; doors; terminals; spawn tubes; and, such objects. Not all targets listed will actually be influenced by the effect carried by splash.
The effect commonly modifies the visual depiction of the splash. Being able to "see" splash also does not necessarily mean that one will be influenced by it. Visually and spatially, it may seem to bleed through surfaces on occasion. The effect will not be carried, however. Splash will also respect the game's internal zoning and not pass through temporary obstacles like closed doors. Not being able to see splash also does not stop a target from being affected. The radius of influence is typically a bit larger than the visual indication.
All sources of splash damage herein will be called "grenades" for simplicity.
na
the grenade's object
the position where the grenade landed (where it is)
na; frequently 42
na; frequently 0
the velocity of the grenade when it landed
na
a
List
of all targets influenced by the splash