Push
Push is the ability for a weapon to impact the weapon's holder with a recoil impact.
There are two components to consider:
- Force : velocity applied to the weapon's holder (ie 900)
- Radius : the "radius" value defines a sphere of impact expressed in units. Obviously, more far you are from the impact and weaker is the push effect. You can define a "push" effect for every elected weapon.
For instance, if you want to implement the push effect on the RPG launcher ala Quake, it's very easy. Just put the following values for the RPG : Force = 900 and Radius = 200. The "push" value is related to the speed you gain.
Tip : perform tests with the MP5 as it does not do any damage to the weapon's holder or change the damage to 0 in the 1st panel for the considered weapon.
Clip
- Clip size : size of a clip
- Default clip : amount of ammo added when grabbing ammmo
Please note that for Hand Grenade, "Clip Default" is for number of hand grenades at spawn.
Push Damage Ratio
When using Push for weapons, you can decide to have less damage appplied to the weapon's holder than when shooting the opponent.
A ratio of "1" means that you will apply the normal amount of damages to the weapon's holder.
A ratio of "0.5" means that only half of the damages will be applied to the weapon's holder while 100% of the damage will be applied to the opponents.
A ratio of "0" means there will have no damage for weapon's holder but 100% of damage for opponents.
This ratio can be used if you estimate that a RPG rocket must do big damages but that if you use it for a rocket jump you don't want to be impacted too heavily.
Click on "Weapons" button to go back to general weapons parameters.
Click on "Gameplay" button to go directly to "Gameplay" panel.