EtG Modding Guide
  • ETG Modding Guide
  • Getting started
    • Modding EtG: Installing Mods
    • Modding EtG: Creating a Mod
    • Uploading a Mod
    • Useful Tools
      • Using IlSpy
  • Making An Item
    • Creating A Passive
    • Creating An Active
    • Creating An Ammolet
    • Creating A Guon
    • Synergies
  • Making a Gun
    • Creating A Gun
      • Setting Up Gun Sprite Folders
      • Creating Gun Jsons/Jtk2ds
        • Pixel Measurement Conversions
    • Setting Up Projectiles
      • Adding Components To A Projectile
      • Projectile HitEffects (Visual Effects)
      • Adding status effects to a projectile
    • Continuous Fire Animations
    • Gun Ammo Types
  • Custom Characters
    • Creating A Standalone Custom Character
  • Making a Floor
    • Introduction
    • Setup
    • Making The Dungeon
    • Tileset
    • Rooms
    • Making the flow
    • Making the Entrance
    • All Files
  • Text, Text Boxes, Etc
    • Textboxes
    • Text Formatting
  • Sounds
    • Using Custom Sounds
    • Customising Gun Sounds
    • Basegame Sound List
    • wwise Sound Dump
  • Misc
    • Making Asset bundles
    • Assetbundles: How-To
    • How to create a hook
    • Creating A Command
    • Subscribing Methods to Actions
    • Reversing Player Controls
    • Undodgeable Projectiles
    • Creating An Enemy
  • Shaders
    • Creating Shaders
  • All things Spriting
    • Important Sprite Creation Information.
    • Importing a Sprite To Visual Studios
  • Monobehaviour Documentation
    • BounceProjModifier
    • PierceProjModifier
    • KeyProjModifier
    • CompanionFollowPlayerBehaviour
  • Various Lists of IDs, Sounds, Etc.
    • List of Item and Gun IDs
    • Enemy Guids
    • List of Base Game Synergies
    • dfSpriteList
    • All Custom Ammo Types
    • Gun .Json Dump
  • OFF TOPIC MEMES
    • Modders Anthem
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  • Public Variables
  • Private Variables

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  1. Monobehaviour Documentation

PierceProjModifier

This is the component that allows projectiles to penetrate multiple actors, and continue to travel. It is intended to be applied to projectiles.

Public Variables

Name

Type

Notes

Default Value

penetration

int

Controls how many actors the projectile is allowed to pierce through.

1

penetratesBreakables

bool

If set to true, the projectile will pierce through breakable objects.

false

preventPenetrationOfActors

bool

If set to true, the projectile will not pierce objects with healthHaver components (usually referring to enemies).

false

BeastModeLevel

BeastModeStatus

If set to BEAST_MODE_LEVEL_ONE, then upon impacting a major breakable object that is not a secret wall and does not have 'ImmuneToBeastMode' set to true, 1000 damage will be dealt to the major breakable.

NOT_BEAST_MODE

UsesMaxBossImpacts

bool

Upon impacting a boss actor, if this variable is set to true 'm_bossImpacts' increments by 1. If the amount of stored boss impacts exceeds the maximum defined in 'MaxBossImpacts', then the projectile loses all ability to pierce or, interestingly, bounce.

false

MaxBossImpacts

int

Determines the maximum amount of times the projectile is allowed to impact a boss actor if 'UsesMaxBossImpacts' is true.

-1

Private Variables

Name

Type

Notes

m_bossImpacts

int

Stores the amount of times the projectile has impacted a boss actor if 'UsesMaxBossImpacts' is set to true.

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Last updated 10 months ago

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