sc2-gamedata
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Launch Missile. More...
#include <Effect.h>
Launch Missile.
CGameTime CEffectLaunchMissile::AmmoLife |
Ammo Life.
Missile hit points
CUnitLink CEffectLaunchMissile::AmmoUnit |
Ammo Unit.
Link to the projectile unit that will be launched
EDeathType CEffectLaunchMissile::DeathType |
Death Type.
The death type for the missile
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.
CFlags CEffectLaunchMissile::Flags |
CEffectLink CEffectLaunchMissile::ImpactEffect |
Impact Effect.
Effect that occurs when the missile hits its target
SEffectWhichLocation CEffectLaunchMissile::ImpactLocation |
Impact Location.
The target of the missile
CEffectOffset CEffectLaunchMissile::ImpactOffset |
Impact Offset.
Offset coordinates for the missile impact location
CFixed CEffectLaunchMissile::ImpactRange |
Impact Range.
The distance from the missile's target that will trigger impact
CEffectLink CEffectLaunchMissile::LaunchEffect |
Launch Effect.
Effect that occurs when the missile is launched
SEffectWhichLocation CEffectLaunchMissile::LaunchLocation |
Launch Location.
The source of the missile
CEffectOffset CEffectLaunchMissile::LaunchOffset |
Launch Offset.
Offset coordinates for the missile launch location
uint32 CEffectLaunchMissile::MoverExecuteJump |
Mover Execute Jump.
EMoverPatternType CEffectLaunchMissile::MoverExecutePattern |
Mover Execute Pattern.
uint32 CEffectLaunchMissile::MoverExecuteRange |
Mover Execute Range.
uint32 CEffectLaunchMissile::MoverRollingJump |
Mover Rolling Jump.
EMoverPatternType CEffectLaunchMissile::MoverRollingPattern |
Mover Rolling Pattern.
std::vector<SEffectMover> CEffectLaunchMissile::Movers |
Movers.
Used to assign custom missile movers per range
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).
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.
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.
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.
CGameTime CEffectLaunchMissile::ReturnDelay |
Return Delay.
Return delay for tentacle type missiles.
std::vector<SEffectMover> CEffectLaunchMissile::ReturnMovers |
Return Movers.
Used to assign custom missile movers per range. Used on tentacle type missiles.
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.
uint32 CEffectLaunchMissile::TransferCount |
Transfer Count.
Specifies the stack count of the requested by the Transfer Behavior that can be transferred by this missile.
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.