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See sysCreateWeaponFire at Xelerus
| Syntax | (sysCreateWeaponFire weaponID objSource posVector dir speed objTarget [options] [bonus]) → obj |
|---|---|
| Arguments | weaponID: the UNID of the called weapon effect. Can also be an itemStruct (for weapon scaling) |
| objSource: the spaceObject who is the controller of the weaponfire, can also be Nil | |
| posVector: position of the weaponfire | |
| dir: angle of the direction of the weapon. If this is Nil and objTarget is defined, then automatically calculates the angle needed to hit objTarget. Otherwise, defaults to 0. | |
| speed: velocity of the weaponfire | |
| objTarget: the target of the weapon, can also be Nil | |
| [options]: if True the failsafe variable in the <Weapon> tag is ignored | |
| [bonus]: Percent bonus damage to add as if from an hpBonus enhancement. | |
| Returns | obj: The shotObject created by the weapon |
| Category | create, system, unid |
| Description | Creates the shot of a weapon |
This is a typical example of firing the source weapon (in an <OnFireWeapon> event) with many of its base attributes intact, ie. firing in the same angle with the same speed. This is for non missile-weapons.
(sysCreateWeaponFire (itmGetUNID gItem) gSource aFirePos aFireAngle (typGetDataField (itmGetUNID gItem) 'speed) aTargetObj)
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