-
-
Notifications
You must be signed in to change notification settings - Fork 1
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Merge remote-tracking branch 'origin/develop' into DocsTeam-CCK-Rewrite
- Loading branch information
Showing
3 changed files
with
140 additions
and
0 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,59 @@ | ||
# Combat System | ||
Adding this component enables PvP and PVE style gamemodes in your world. Best used alongside the **Damage** Component and the **Game Instance Controller** Component | ||
|
||
### Properties | ||
|
||
##### Reference ID | ||
|
||
##### Health | ||
+ **Health Base Amount:** This is the default Health each player starts with at the begining of a Game or Round. | ||
+ **Health Max Amount:** This is the Maximum amount of Health a player can have at any given time. | ||
|
||
##### Health Regeneration | ||
+ **Health Regeneration Delay:** The time in seconds before the player starts regenerating Health. | ||
+ **Health Regeneration Rate:** The amount of Health the player recovers per second. | ||
+ **Health Regeneration Cap:** The amount of Health that regeneration will stop. | ||
|
||
##### Armor | ||
+ **Armor Base Amount:** This is the default Armor each player starts with at the begining of a Game or Round. | ||
+ **Armor Max Amount:** This is the Maximum amount of Armor a player can have at any given time. | ||
|
||
##### Armor Regeneration | ||
+ **Armor Regeneration Delay:** The time in seconds before the player starts regenerating Armor. | ||
+ **Armor Regeneration Rate:** The amount of Armor the player recovers per second. | ||
+ **Armor Regeneration Cap:** The amount of Armor that regeneration will stop. | ||
|
||
##### Shield | ||
+ **Shield Base Amount:** This is the default Armor each player starts with at the begining of a Game or Round. | ||
+ **Shield Max Amount:** This is the Maximum amount of Armor a player can have at any given time. | ||
|
||
##### Shield Regeneration | ||
+ **Shield Regeneration Delay:** The time in seconds before the player starts regenerating Shield. | ||
+ **Shield Regeneration Rate:** The amount of Shield the player recovers per second. | ||
+ **Shield Regeneration Cap:** The amount of Shield that regeneration will stop. | ||
|
||
##### General Settings | ||
+ **Friendly Fire:** Enable or Disable the ability for players to attack their own teammates. | ||
|
||
##### Respawn Behavior | ||
Choose how the player will respawn upon being downed. | ||
+ **Respawn Behavior** | ||
* **Respawn On World:** Uses the CVRWorld Spawn Point. | ||
* **Respawn On Point:** Uses the transform of the Respawn Point Property. | ||
* **Respawn In Place:** Will respawn the player at the point they were downed. | ||
+ **Respawn Point:** The GameObject Transform property the player will respawn at when using the **Respawn On Point** Respawn Behavior. | ||
+ **Respawn Time:** The time after being down the player will respawn. | ||
|
||
### Events | ||
These are hooks that can be triggered by the Combat System. | ||
+ **Player Down Event:** This is triggered when player health reaches 0. | ||
+ **Player Hit Event:** This is triggered when the player has been hit by the Damage component. | ||
+ **Player Respawn Event:** This is triggered when the player respawns after being downed. | ||
+ **Player Revitalize Event:** This is triggered if the player is given Health outside of Health Regeneration. | ||
|
||
### PVP Events | ||
These are hooks that can be triggerd by the Combat System from other players. | ||
+ **Player Downed Event:** This is triggered when a remote player brings the local player's health to 0. | ||
+ **Downed Another Player Event:** This is triggered when the local player brings a remote player's health to 0. | ||
+ **Player Got Hit Event:** This is triggered when the local player is hit by a remote player's Damage component. | ||
+ **Hit Another Player Event:** This is triggered when the local player hits a remote player with a damage component. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,30 @@ | ||
# Damage | ||
Adding this component will allow the GameObject's collider or Particle system to inflict damage to the player; if the Combat System is present in your scene. | ||
|
||
### Properties | ||
|
||
##### Damage Type | ||
+ **Stack:** Inflicts damage to Shield, Armor, and Health of the player. | ||
+ **Shield:** Only inflicts damage to the Shield of the player. | ||
+ **Armor:** Only inflicts damage to the Armor of the player. | ||
+ **Health:** Only inflicts damage to the Health of the player. | ||
|
||
##### Damage Amount | ||
This is the amount of damage that is applied to the Damage Type. | ||
|
||
##### Damage Over Time | ||
+ **Damage Over Time Amount:** The amount of damage per second that is applied to the Damage Type. | ||
+ **Damage Over Time Duration:** How many seconds that Damage Over Time is applied to the Damage Type. | ||
+ **Damage Over Time Contact:** Applies the Damage Over Time to the Damage Type if the player is in or not in contact with the GameObject. | ||
|
||
##### Damage Multipier | ||
Multiplies the Damage Amount to the Damage Type. | ||
+ **Health** | ||
+ **Armor** | ||
+ **Shield** | ||
|
||
##### Damage Falloff | ||
+ **Enable Falloff:** Enables or disables Damage Falloff | ||
+ **Falloff Distance:** The maximum distance damage can be applied to the Damage Type | ||
+ **Falloff Curve:** A curve that determines how much damage is applied along the Falloff Distance. | ||
+ **Falloff Effect Damage Over Time:** Applies or does not apply the Damage Falloff to the Damage Over Time property. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,51 @@ | ||
# Object Health | ||
Adding this component gives the GameObject properites for the Combat System. Best used alongside the **Damage** and **Game Instance Controller** components. | ||
|
||
### Properties | ||
|
||
##### Reference ID | ||
|
||
##### Health | ||
+ **Health Base Amount:** This is the default Health the GameObject starts with at the begining of a Game or Round. | ||
+ **Health Max Amount:** This is the Maximum amount of Health the GameObject can have at any given time. | ||
|
||
##### Health Regeneration | ||
+ **Health Regeneration Delay:** The time in seconds before the GameObject starts regenerating Health. | ||
+ **Health Regeneration Rate:** The amount of Health the GameObject recovers per second. | ||
+ **Health Regeneration Cap:** The amount of Health that regeneration will stop. | ||
|
||
##### Armor | ||
+ **Armor Base Amount:** This is the default Armor the GameObject starts with at the begining of a Game or Round. | ||
+ **Armor Max Amount:** This is the Maximum amount of Armor the GameObject can have at any given time. | ||
|
||
##### Armor Regeneration | ||
+ **Armor Regeneration Delay:** The time in seconds before the GameObject starts regenerating Armor. | ||
+ **Armor Regeneration Rate:** The amount of Armor the GameObject recovers per second. | ||
+ **Armor Regeneration Cap:** The amount of Armor that regeneration will stop. | ||
|
||
##### Shield | ||
+ **Shield Base Amount:** This is the default Armor the GameObject starts with at the begining of a Game or Round. | ||
+ **Shield Max Amount:** This is the Maximum amount of Armor the GameObject can have at any given time. | ||
|
||
##### Shield Regeneration | ||
+ **Shield Regeneration Delay:** The time in seconds before the GameObject starts regenerating Shield. | ||
+ **Shield Regeneration Rate:** The amount of Shield the GameObject recovers per second. | ||
+ **Shield Regeneration Cap:** The amount of Shield that regeneration will stop. | ||
|
||
##### Down Behavior | ||
This will determine how to handle the GameObject when it's health reaches 0. | ||
+ **DownBehavior** | ||
- **Destroy:** Deletes the GameObject. | ||
- **Respawn After Time:** Respawns the GameObject after the amount in seconds. | ||
- **Respawn After Round Start:** Only Applicable when the Game Instance Controller is present in the scene; will respawn the GameObject when the round starts. | ||
- **Respawn After Round End:** Only Applicable when the Game Instance Controller is present in the scene; will respawn the GameObject when the round ends. | ||
- **Respawn After Game Start:** Only Applicable when the Game Instance Controller is present in the scene; will respawn the GameObject when the game starts. | ||
- **Respawn After Game End:** Only Applicable when the Game Instance Controller is present in the scene; will respawn the GameObject when the game ends. | ||
+ **Respawn Time:** Only Applicable if the Respawn After Time behavior is used; the amount in seconds before the GameObject Respawns. | ||
+ **Repsawn Point:** The GameObject Transform property that the Object Health GameObject will respawn at. | ||
+ **Connected Game Instance** Only Applicable when the Game Instance Controller is present in the scene; The Game Instcance Controller component that the GameObject is effected by. | ||
|
||
### Events | ||
These are hooks that can be triggered by the Combat System. | ||
+ **Down Event:** This event will trigger when the GameObject's health reaches 0. | ||
+ **Respawn Event:** This event will trigger when the GameObject respawns. |