LuaGears.wiki
changeset 2047 bc6b4846ab11
parent 1986 399ccb203f0d
child 2077 514babfbad9e
equal deleted inserted replaced
2046:51aee3026687 2047:bc6b4846ab11
   381 `Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, nImpactSounds, Tint, Damage, Boom`
   381 `Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, nImpactSounds, Tint, Damage, Boom`
   382 
   382 
   383 A rough description of some of the parameters:
   383 A rough description of some of the parameters:
   384 
   384 
   385  * `Radius`: Effect or collision radius, most of the time
   385  * `Radius`: Effect or collision radius, most of the time
       
   386  * `Density`: A high density makes the gear less prone to being pushed by forces, like explosons and stuff. Gears with a higher density also make a larger splash
   386  * `ImpactSound`: Sound it makes on a collision (see [Sounds])
   387  * `ImpactSound`: Sound it makes on a collision (see [Sounds])
   387  * `nImpactSounds`: Must be used together with `ImpactSound`. Number of different impact sounds to use. `0`: Disable impact sound. `1`: Use sound selected in `ImpactSound`. `2` or higher: Uses a random impact sound each impact. The first possible sound is `ImpactSound`, the second possible sound is `ImpactSound+1`, and so on. The order of sounds is specified at [https://hg.hedgewars.org/hedgewars/file/default/hedgewars/uTypes.pas#l120]. For example, if `ImpactSound` is `sndHellishImpact1` and `nImpactSounds` equals 4, the impact sounds will be `sndHellishImpact1` to `sndHellishImpact4`
   388  * `nImpactSounds`: Must be used together with `ImpactSound`. Number of different impact sounds to use. `0`: Disable impact sound. `1`: Use sound selected in `ImpactSound`. `2` or higher: Uses a random impact sound each impact. The first possible sound is `ImpactSound`, the second possible sound is `ImpactSound+1`, and so on. The order of sounds is specified at [https://hg.hedgewars.org/hedgewars/file/default/hedgewars/uTypes.pas#l120]. For example, if `ImpactSound` is `sndHellishImpact1` and `nImpactSounds` equals 4, the impact sounds will be `sndHellishImpact1` to `sndHellishImpact4`
   388  * `Tint`: Used by some gear types to determine its colorization. The color is in RGBA format.
   389  * `Tint`: Used by some gear types to determine its colorization. The color is in RGBA format.
   389  * `Boom`: Used by most gears to determine the damage dealt.
   390  * `Boom`: Used by most gears to determine the damage dealt.
   390 
   391