ammo_casing
Vars | |
BB | Instance of the projectile to be shot, or null if there is no loaded projectile. |
---|---|
auto_rotate | If true, the casing's sprite will automatically be transformed in Initialize(). Disable for things like rockets or other heavy ammunition that should only appear right-side up. |
auto_scatter | If you dont want to bullets to randomly change position on spawn. For mapping. |
bounce_sfx_override | If true, overrides the bouncing sfx from the turf to this one |
bullet_skin | String, used to determine the appearance of the bullet on the casing sprite if the casing is filled. |
caliber | Caliber string, used to determine if the casing can be loaded into specific guns or magazines. |
click_cooldown_override | Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown. |
delay | Delay for energy weapons |
fire_sound | The sound played when this ammo is fired by an energy gun. |
firing_effect_type | The visual effect that appears when the ammo is fired. |
harmful | Used for pacifism checks. Set to FALSE if the bullet is non-lethal and pacifists should be able to fire. |
heavy_metal | Enables casing spinning and sizzling after being ejected from a gun. |
pellets | Pellets for spreadshot |
projectile_type | The projectile type to create in Initialize(), populating the BB variable with a projectile. |
randomspread | Randomspread for automatics |
stack_size | Maximum stack size of ammunition |
stack_type | What this casing can be stacked into. |
variance | Variance for inaccuracy fundamental to the casing |
Procs | |
newshot | Proc to magically refill a casing with a new projectile |
Var Details
BB
Instance of the projectile to be shot, or null if there is no loaded projectile.
auto_rotate
If true, the casing's sprite will automatically be transformed in Initialize(). Disable for things like rockets or other heavy ammunition that should only appear right-side up.
auto_scatter
If you dont want to bullets to randomly change position on spawn. For mapping.
bounce_sfx_override
If true, overrides the bouncing sfx from the turf to this one
bullet_skin
String, used to determine the appearance of the bullet on the casing sprite if the casing is filled.
caliber
Caliber string, used to determine if the casing can be loaded into specific guns or magazines.
click_cooldown_override
Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.
delay
Delay for energy weapons
fire_sound
The sound played when this ammo is fired by an energy gun.
firing_effect_type
The visual effect that appears when the ammo is fired.
harmful
Used for pacifism checks. Set to FALSE if the bullet is non-lethal and pacifists should be able to fire.
heavy_metal
Enables casing spinning and sizzling after being ejected from a gun.
pellets
Pellets for spreadshot
projectile_type
The projectile type to create in Initialize(), populating the BB variable with a projectile.
randomspread
Randomspread for automatics
stack_size
Maximum stack size of ammunition
stack_type
What this casing can be stacked into.
variance
Variance for inaccuracy fundamental to the casing
Proc Details
newshot
Proc to magically refill a casing with a new projectile