![]() ![]() The momentum of the boxes is partially determined by the firing Pyro's movement. Due to the lack of direct connection between the flame particles and the visual effect, when only the visual effect hits the target while the flame particles do not hit, the target of the flame stream will not receive any damage. These factors are combined together to form a distance-limited, cone-shaped flame stream. Additionally, forward velocity for each box decreases over time. The boxes will inherently rise upwards over time, and each box has a random speed, spread and a lifetime. When the sv_cheats and tf_debug_flamethrower commands are set to 1, the boxes of visual effect as well as the boxes of flame particles can be seen by the flamethrower user. As such, the flame particles and the visual effect have no direct connections. The flame particles do not have visible models, so the flame visual effect is not the real indicator of how the particles really move. One flamethrower ammo fires two flame particles. The particles have their damage largely determined by time since being fired rather than distance. Unlike normal projectiles, flame particles do not stop when they collide with players or buildings, but instead continue moving and dealing damage to other objects until their maximum lifespan is reached. If there are no environment elements in between the two points, the hit is registered by the system and damage is applied. When one of these particles makes contact with an enemy player's hitbox, a straight line is drawn from the point of firing to the center of the particle which made contact. Upon pressing primary fire key, it produces multiple little invisible projectile-like boxes, which can be called flame particles. The stock Flame Thrower and its variants share the same flame mechanic. Although they all visually produce a stream of flames, the mechanics behind the visuals are different. The Pyro has two different primary weapon types: the conventional Flame Throwers and the Flame Launcher.
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