EtG Modding Guide
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BounceProjModifier

BounceProjModifier is the basic component that causes projectiles to ricochet upon hitting obstacles. It is intended to be applied to projectiles.
Both player projectiles and enemy projectiles use this component to handle their ricochets.

Public Variables

Name
Type
Notes
Default Value
numberOfBounces
int
Controls how many times the projectile is allowed to ricochet.
1
chanceToDieOnBounce
float
Set to a number between 0 and 1, where 0 is 0% and 1 is 100%. Adds a percentage chance for the projectile to, in fact, not bounce upon hitting an obstacle even when the component is present and not all of it's bounces have been used up.
0f
percentVelocityToLoseOnBounce
float
Set to a number between 0 and 1, where 0 is 0% and 1 is 100%. Upon bouncing, the projectile loses speed equal to the specified percentage of it's original velocity.
0f
damageMultiplierOnBounce
float
The projectile's damage is multiplied by this value upon ricocheting.
1f
usesAdditionalScreenShake
bool
Determines whether or not the projectile will trigger the screenshake effect stored in 'additionalScreenShake' upon ricochet.
false
additionalScreenShake
ScreenShakeSettings
Parameters for the screenshake effect that will be triggered upon bounce if 'usesAdditionalScreenShake' is set to true.
null
useLayerLimit
bool
unknown
false
layerLimit
CollisionLayer
unknown
PlayerHitBox
ExplodeOnEnemyBounce
bool
If the parent projectile has an ExplosiveModifier component, and this variable is set to true, then projectiles will not ricochet off enemies and will instead explode on them. Does nothing if the projectile does not have an ExplosiveModifier component.
false
removeBulletScriptControl
bool
If the parent projectile is a part of a Bullet Script and this variable is set to true, then the bullet script will cease to control the projectile's motion after a ricochet.
true
suppressHitEffectsOnBounce
bool
If set to true, then the projectile will not trigger any of it's regular impact visual effects upon bouncing.
false
onlyBounceOffTiles
bool
If set to true, then the projectile will not ricochet off of enemies or other objects, only bouncing off walls.
false
bouncesTrackEnemies
bool
If set to true, then instead of projectiles bouncing along a logical vector from their impact direction, they will instead bounce towards the nearest AIActor in a radius determined by 'bounceTrackRadius'.
false
bounceTrackRadius
float
Determines the radius within which 'smart' bounces can target enemies if 'bouncesTrackEnemies' is true.
5f
TrackEnemyChance
float
Set to a number between 0 and 1, where 0 is 0% and 1 is 100%. Determines the chance for projectiles to 'smart' bounce towards the nearest AIActor if bounceTrackRadius is true. (Eg: if set to 0.5f, projectiles will only have a 50% chance to target the nearest enemy).
1f

Private Variables

Name
Type
Notes
m_lastSmartBounceTarget
AIActor
Contains a reference to the last AIActor the projectile 'smart' bounced towards. Used to prevent the projectile from smart bouncing towards the same Actor twice in a row.
m_cachedNumberOfBounces
int
Stores the amount of bounces the projectile has left.
m_lastBouncePos
Vector2
Stores the position at which the projectile's most recent ricochet occurred.

Actions and Funcs

Name
Arguments
Call Condition
OnBounce
None
Called when the projectile ricochets.
OnBounceContext
BounceProjModifier (The projectile's bounce component)
SpeculativeRigidbody (The object the projectile is bouncing off. Can be null if the projectile is bouncing off something that doesn't have a rigidbody component, such as a wall)
Called when the projectile ricochets. Provides more contextual variables than OnBounce.