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Fix doc
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CrimRecya committed Dec 26, 2024
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4 changes: 2 additions & 2 deletions docs/New-or-Enhanced-Logics.md
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Expand Up @@ -744,7 +744,7 @@ Trajectory.Speed=100.0 ; floating point value
- `Trajectory.Straight.TargetSnapDistance` controls the maximum distance in cells from intended target the projectile can be at moment of detonation to make the projectile 'snap' on the intended target. Set to 0 to disable snapping.
- `Trajectory.Straight.PassThrough` enables special case logic where the projectile does not detonate in contact with the target but instead travels up to a distance defined by `Trajectory.Straight.DetonationDistance`. Note that the firing angle of the projectile is adjusted with this in mind, making it fire straight ahead if the target is on same elevation.
- `Trajectory.Straight.PassDetonate` enables extra detonations when the projectile is traveling.
- `Trajectory.Straight.PassDetonateWarhead` defined the warhead detonated by `Trajectory.Straight.PassDetonate`, and `Trajectory.Straight.PassDetonateDamage` defined the damage caused by `Trajectory.Straight.PassDetonateWarhead`.
- `Trajectory.Straight.PassDetonateWarhead` defines the warhead detonated by `Trajectory.Straight.PassDetonate`, and `Trajectory.Straight.PassDetonateDamage` defines the damage caused by `Trajectory.Straight.PassDetonateWarhead`.
- `Trajectory.Straight.PassDetonateDelay` controls the delay for detonating the warhead defined by `Trajectory.Straight.Warhead`.
- `Trajectory.Straight.PassDetonateTimer` controls the initial delay for detonating the warhead defined by `Trajectory.Straight.Warhead`.
- `Trajectory.Straight.PassDetonateLocal` controls whether `Trajectory.Straight.PassDetonateWarhead` and weapon's `Warhead` are always detonate at ground level. It will also no longer restrict vertical velocity of the projectile when using `Trajectory.Straight.ConfineAtHeight`.
Expand All @@ -755,7 +755,7 @@ Trajectory.Speed=100.0 ; floating point value
- `Trajectory.Straight.UseDisperseBurst` controls whether the calculation of `Trajectory.Straight.RotateCoord` is based on its superior's `Trajectory.Disperse.WeaponBurst` of the dispersed trajectory, rather than `Burst` of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays.
- `Trajectory.Straight.AxisOfRotation` controls the rotation axis when calculating `Trajectory.Straight.RotateCoord`. The axis will rotates with the unit orientation or the vector that from target position to the source position.
- `Trajectory.Straight.ProximityImpact` controls the initial proximity fuse times. When there are enough remaining times and the projectile approaches another valid target, it will detonate a warhead defined by `Trajectory.Straight.Warhead` on it. If the times is about to run out, it will also detonate itself at its location. This function can be cancelled by setting to 0. A negative integer means unlimited times. By the way, you can use the weapon's `Warhead` with low versus only to aim at the target, and use the `Trajectory.Straight.ProximityWarhead` to causing actual harm.
- `Trajectory.Straight.ProximityWarhead` defined the warhead detonated by `Trajectory.Straight.ProximityImpact`, and `Trajectory.Straight.ProximityDamage` defined the damage caused by `Trajectory.Straight.ProximityWarhead`.
- `Trajectory.Straight.ProximityWarhead` defines the warhead detonated by `Trajectory.Straight.ProximityImpact`, and `Trajectory.Straight.ProximityDamage` defines the damage caused by `Trajectory.Straight.ProximityWarhead`.
- `Trajectory.Straight.ProximityRadius` controls the range of proximity fuse. It can NOT be set as a negative integer.
- `Trajectory.Straight.ProximityDirect` controls whether let the target receive damage instead of detonating the warhead.
- `Trajectory.Straight.ProximityMedial` controls whether to detonate `Trajectory.Straight.ProximityWarhead` at the bullet's location rather than the proximity target's location. If `Trajectory.Straight.ProximityDirect` is set to true, this will only affect the calculation result of `Trajectory.Straight.EdgeAttenuation`.
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