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CEffectLaunchMissile Class Reference

Launch Missile. More...

#include <Effect.h>

Inheritance diagram for CEffectLaunchMissile:
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Collaboration diagram for CEffectLaunchMissile:
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Public Attributes

SEffectWhichLocation LaunchLocation
 Launch Location. More...
 
SEffectWhichLocation ImpactLocation
 Impact Location. More...
 
CEffectOffset LaunchOffset
 Launch Offset. More...
 
CEffectOffset ImpactOffset
 Impact Offset. More...
 
CEffectLink LaunchEffect
 Launch Effect. More...
 
CEffectLink ImpactEffect
 Impact Effect. More...
 
CEffectLink FinishEffect
 Finish Effect. More...
 
CFlags Flags
 Flags. More...
 
CBehaviorLink TransferBehavior
 Transferred Behavior. More...
 
uint32 TransferCount
 Transfer Count. More...
 
CUnitLink AmmoUnit
 Ammo Unit. More...
 
CGameTime AmmoLife
 Ammo Life. More...
 
CUnitLink PlaceholderUnit
 Placeholder Unit. More...
 
CFixed PlacementRange
 Placement Range. More...
 
CFixed ImpactRange
 Impact Range. More...
 
CTargetFilters RetargetFilters
 Retarget Filters. More...
 
CFixed RetargetRange
 Retarget Range. More...
 
CGameTime ReturnDelay
 Return Delay. More...
 
std::vector< SEffectMoverReturnMovers
 Return Movers. More...
 
std::vector< SEffectMoverMovers
 Movers. More...
 
EMoverPatternType MoverRollingPattern
 Mover Rolling Pattern. More...
 
uint32 MoverRollingJump
 Mover Rolling Jump. More...
 
EMoverPatternType MoverExecutePattern
 Mover Execute Pattern. More...
 
uint32 MoverExecuteJump
 Mover Execute Jump. More...
 
uint32 MoverExecuteRange
 Mover Execute Range. More...
 
EDeathType DeathType
 Death Type. More...
 
EDamageVisibility Visibility
 Visibility. More...
 

Detailed Description

Launch Missile.

Remarks
Unknown

Member Data Documentation

◆ AmmoLife

CGameTime CEffectLaunchMissile::AmmoLife

Ammo Life.

Missile hit points

◆ AmmoUnit

CUnitLink CEffectLaunchMissile::AmmoUnit

Ammo Unit.

Link to the projectile unit that will be launched

◆ DeathType

EDeathType CEffectLaunchMissile::DeathType

Death Type.

The death type for the missile

Remarks
minValue: Unknown

◆ FinishEffect

CEffectLink CEffectLaunchMissile::FinishEffect

Finish Effect.

Specifies an effect that will be executed regardless of whether the missile impacts on its requested target or not. Useful to clean up anything that might have been created when the missile launched that should no longer exist regardless of whether it hit.

◆ Flags

CFlags CEffectLaunchMissile::Flags

Flags.

Flags for the effect

Remarks
indexEnum: EEffectMissile

◆ ImpactEffect

CEffectLink CEffectLaunchMissile::ImpactEffect

Impact Effect.

Effect that occurs when the missile hits its target

◆ ImpactLocation

SEffectWhichLocation CEffectLaunchMissile::ImpactLocation

Impact Location.

The target of the missile

◆ ImpactOffset

CEffectOffset CEffectLaunchMissile::ImpactOffset

Impact Offset.

Offset coordinates for the missile impact location

◆ ImpactRange

CFixed CEffectLaunchMissile::ImpactRange

Impact Range.

The distance from the missile's target that will trigger impact

Remarks
minValue: 0
maxValue: 0

◆ LaunchEffect

CEffectLink CEffectLaunchMissile::LaunchEffect

Launch Effect.

Effect that occurs when the missile is launched

◆ LaunchLocation

SEffectWhichLocation CEffectLaunchMissile::LaunchLocation

Launch Location.

The source of the missile

◆ LaunchOffset

CEffectOffset CEffectLaunchMissile::LaunchOffset

Launch Offset.

Offset coordinates for the missile launch location

◆ MoverExecuteJump

uint32 CEffectLaunchMissile::MoverExecuteJump

Mover Execute Jump.

◆ MoverExecutePattern

EMoverPatternType CEffectLaunchMissile::MoverExecutePattern

Mover Execute Pattern.

◆ MoverExecuteRange

uint32 CEffectLaunchMissile::MoverExecuteRange

Mover Execute Range.

◆ MoverRollingJump

uint32 CEffectLaunchMissile::MoverRollingJump

Mover Rolling Jump.

◆ MoverRollingPattern

EMoverPatternType CEffectLaunchMissile::MoverRollingPattern

Mover Rolling Pattern.

◆ Movers

std::vector<SEffectMover> CEffectLaunchMissile::Movers

Movers.

Used to assign custom missile movers per range

◆ PlaceholderUnit

CUnitLink CEffectLaunchMissile::PlaceholderUnit

Placeholder Unit.

Specifies the type of placeholder image that will be created at the missile’s target location. It will be destroyed when the missile is done traveling (whether it impacts or not).

◆ PlacementRange

CFixed CEffectLaunchMissile::PlacementRange

Placement Range.

Only used if the Placement flag is set on this effect. Specifies a radius to search around the Impact Location for a valid spot for the Ammo Unit to be placed. Typically you would also want to set the Death type to Unknown to disable the Ammo Unit from dying when the missile is done traveling.

Remarks
minValue: 0
maxValue: 0

◆ RetargetFilters

CTargetFilters CEffectLaunchMissile::RetargetFilters

Retarget Filters.

Only used if the Retarget flag is set on this effect. Specifies a set of requirements & exclusions to be applied against nearby units when the missile target becomes invalid and a new target must be found. The Retarget Range field specifies how far away from the missile’s current location to search.

◆ RetargetRange

CFixed CEffectLaunchMissile::RetargetRange

Retarget Range.

Only used if the Retarget flag is set on this effect. Specifies a radius around the missile’s current location to search. Only units that pass the Retarget Filters will be considered for retargeting.

Remarks
minValue: 0
maxValue: 0

◆ ReturnDelay

CGameTime CEffectLaunchMissile::ReturnDelay

Return Delay.

Return delay for tentacle type missiles.

Remarks
minValue: 0.0625

◆ ReturnMovers

std::vector<SEffectMover> CEffectLaunchMissile::ReturnMovers

Return Movers.

Used to assign custom missile movers per range. Used on tentacle type missiles.

◆ TransferBehavior

CBehaviorLink CEffectLaunchMissile::TransferBehavior

Transferred Behavior.

Specifies the type of behavior to be transferred onto the missile and applied onto a unit on impact. This behavior is removed from the Launch Unit when the missile is fired.

◆ TransferCount

uint32 CEffectLaunchMissile::TransferCount

Transfer Count.

Specifies the stack count of the requested by the Transfer Behavior that can be transferred by this missile.

◆ Visibility

EDamageVisibility CEffectLaunchMissile::Visibility

Visibility.

If the Visibility is set to Snapshot and the Impact Unit is hostile to the origin of the effect, then the Impact Unit is sent a Unit Attacker actor message which is used to reveal a snapshot of the attacker for a short time that may be targeted by abilities but the player must have vision of to retaliate. If the Visibility is set to Visible then a revealer is attached to the attacker granting full vision of it to the Impact Unit and their allies for a short time.


The documentation for this class was generated from the following file: