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Sniper and Ballistics System
Central singleton instance for accessing ballistics functionality.
Type | Name | Description | Access |
float | CurrentZeroDistance | Current selected zero distance. | Read Only |
float | BulletTimeChance | Bullet time chance percentage between [0,1]. | Read-Write |
float | BulletTimeVirtualTimescale | Virtual timescale used in bullet time events. It affects the bullet's interpolation speed. | Read-Write |
float | BulletTimeWaitBeforeResettingTimescale | Amount of time waited before resetting timescale when bullet time path has finished. | Read-Write |
float | BulletTimeWaitBeforeEnding | Amount of time waited after timescale has been reset at the end of bullet time. | Read-Write |
bool | UseTracers | Enables/disables use of tracers. | Read-Write |
bool | UseBulletTime | Enables/disables use of bullet time. | Read-Write |
bool | UseInGameTrajectory | Enables/disables use of in-game trajectory rendering. | Read-Write |
bool | BulletTimeRunning | Returns whether bullet time is active or not. | Read Only |
bool | BulletTimeSkipPoint | If true, bullet will travel immediately without waiting during bullet time, until set to false. | Read-Write |
EnvironmentProperties | GlobalEnvironmentProperties | Returns the current environment properties assigned to this scene. | Read Only |
Type | Name | Description | Access |
static float | instance | Singleton instance of this class. | Read-Only |
Type | Name | Description |
BulletHitEvent | EPenetrationInHit | Called when the bullet penetrates a surface. |
BulletHitEvent | EPenetrationOutHit | Called when the bullet exits a penetrated surface. |
BulletHitEvent | ERicochetHit | Called when the bullet ricochets off a surface. |
BulletHitEvent | ENormalHit | Called when the bullet hits a surface, but doesn't penetrate or ricochet. |
BulletHitEvent | EAnyHit | Called when any type of hit occurs. |
BulletTimeStartEvent | EBulletTimeStarted | Called when bullet time starts. |
BulletTimeUpdateEvent | EBulletTimeUpdated | Called continuously when bullet is travelling during bullet time. |
BulletTimeEndEvent | EBulletTimePathFinished | Called when bullet finishes it's path to it's target in bullet time. |
BulletTimeEndEvent | EBulletTimeEnded | Called after the timescale and everything is resetted, finalizing bullet time. |
BulletPropertiesEvent | EBulletActivated | Called when a bullet gets activated. |
ZeroDistanceEvent | EZeroDistanceChanged | Called when zero distance is cycled. |
Return Type | Name | Signature | Description |
void | CycleZeroDistanceUp | () | Cycles zero distance up to the next in the m_zeroDistances list. |
void | CycleZeroDistanceDown | () | Cycles zero distance down to the previous in the m_zeroDistances list. |
void | ActivateBullet | (BulletProperties) | Activates the given bullet properties so that it can be used in the simulation. |
void | FireBallisticsBullet | (BulletProperties, Transform, Transform) | Triggers the system to fire the given bullet properties, simulating it's trajectory, triggering hit & bullet time events etc. |
Last modified 2yr ago