Difference between revisions of "DestructibleProxy"

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== Introduction ==
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Attach a '''DestructibleProxy''' to an object to make it destructible by gunfire.
  
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===Options===
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Script menu:
  
== History ==
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https://i.imgur.com/jiU71Pl.png
  
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'''Life''': how many shots it takes to destroy this object.
  
== Usage ==
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'''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 [[TimedObjectDestructor|Timed Object Destructor]] to the particle system object to make sure duplicates do not sit around.
  
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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.
  
== Demo ==
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'''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.
  
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'''Children To Destroy'''
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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.
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{{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.

IntruderMM Assets
Items Name
Prefabs BriefcaseProxy - CustomDoorProxy - DoorProxy - EquipmentManager - GlassProxy - GoalPointProxy - Keypad - Ladder - LockedObject - MortarProxy - Mover Parent - NoteProxy - ObserveCamProxy - Pickup - RandomGunPickup - RandomItemPickup - SecuritySetup - SlidingDoor - SpawnA - SpawnB - WaterLevel - WindProxy - ZipLine - Limits
Scripts ActivateActivator - Activator - AdvancedMaterial - AnimateColor - BriefcaseProxy (Script) - CustomDoorProxy - CustomLevelSettings - CustomMapSkins - DestructibleProxy - DoorProxy - EquipmentManager - GlassProxy - GoalPointProxy - GravityProxy - HideOnStart - IgnoreSticky - KeypadProxy - LayerProxy - LockedObject - MaterialManager - MortarProxy - Mover - NoteProxy - ObjectiveTabSettings - ObjectTagger - ObserveCamProxy - PickupProxy - PlayAudio - ReplaceAll - ResetProxy - ScrollingUVs - SecurityRoom - SecurityScreen - SetTagsAndLayers - SoundSettings - TimedObjectDestroyer - TuningProxy - WindProxy - World Screen Object - ZiplineProxy
Level/Maps Target - SniperRange - Demo