Difference between revisions of "DestructibleProxy"
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Attach a '''DestructibleProxy''' to an object to make it destructible by gunfire. | Attach a '''DestructibleProxy''' to an object to make it destructible by gunfire. | ||
===Options=== | ===Options=== | ||
+ | Script menu: | ||
+ | |||
+ | https://i.imgur.com/jiU71Pl.png | ||
+ | |||
'''Life''': how many shots it takes to destroy this object. | '''Life''': how many shots it takes to destroy this object. | ||
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'''Destroy Particle Effect''': this behaves the same way as the above particle effect, but only triggers when the object is destroyed. | '''Destroy Particle Effect''': this behaves the same way as the above particle effect, but only triggers when the object is destroyed. | ||
− | '''Pitch''': If you place an audio source component on the destructible object, its audio clip will be played when the object is destroyed. X and Y represent the min and max pitch shift of that clip. A value will be randomly chosen between these values and the sound pitched accordingly. As with music, 0.5 represents 1 octave down, 2 | + | '''Pitch''': If you place an audio source component on the destructible object, its audio clip will be played when the object is destroyed. X and Y represent the min and max pitch shift of that clip. A value will be randomly chosen between these values and the sound pitched accordingly. As with music, 0.5 represents 1 octave down, 2 represents 1 octave up. A value of 1 means no shift at all. |
+ | |||
+ | '''Children To Destroy''' | ||
+ | Change the size of the array to any number above 0 and then drag an object from the hierarchy into those slots and they will be destroyed with the original object that has the script applied to it. | ||
+ | {{Template:IntruderMM Assets}} | ||
[[Category: IntruderMM]] | [[Category: IntruderMM]] |
Latest revision as of 12:51, 17 July 2019
Attach a DestructibleProxy to an object to make it destructible by gunfire.
Options
Script menu:
https://i.imgur.com/jiU71Pl.png
Life: how many shots it takes to destroy this object.
Particle Effect: if this points to an object with a particle system on it, a copy of that object and its particle system will be created at the location of the destructible proxy whenever it is shot. You may wish to add a Timed Object Destructor to the particle system object to make sure duplicates do not sit around.
Destroy Particle Effect: this behaves the same way as the above particle effect, but only triggers when the object is destroyed.
Pitch: If you place an audio source component on the destructible object, its audio clip will be played when the object is destroyed. X and Y represent the min and max pitch shift of that clip. A value will be randomly chosen between these values and the sound pitched accordingly. As with music, 0.5 represents 1 octave down, 2 represents 1 octave up. A value of 1 means no shift at all.
Children To Destroy Change the size of the array to any number above 0 and then drag an object from the hierarchy into those slots and they will be destroyed with the original object that has the script applied to it.