Damager
Overview
This data describes the properties of a damager component. Read more about damagers here.
Properties
Property | Description |
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ID | Unique identifier used when referencing this data from another source. |
sensitiveContent | Flags that remark what (if any) elements of this data contain content that is sensitive to some users. |
sensitiveContentFlags | - None - Blood - Burns - Dismemberment - Desecration - Skeleton - Spider - Insect - Snake - Bird - Fright |
sensitiveFilterBehavior | How this data should be processed if any of the above flags are forbidden by the game. |
sensitiveFilterBehavior [Flags] | - Discard [This data will be skipped] - Keep [This data will be included] |
version | The version of the JSON code this data is compatible with. For damager data set this to 1 . |
damageModifierID | The ID of the Damage Modifier Data this damager uses. |
tiers | An ordered list of modifiers to the damager’s behavior, respective to the tier of the weapon this damager is attached to. |
velocityDamageCurve | Represents a curve which describes the relation between the force of an impact and the damage inflicted. |
minSelfVelocity | Impacts occurring when the damager object’s velocity is below this value will be ignored. |
intensityMinVelocity | The minimum velocity required for an impact to have an effect. |
intensityMaxVelocity | The maximum velocity that will be considered when calculating the intensity of an impact. |
hitDelayByCollider | Time in seconds before this damager can collide with the same object again. |
playerMinDamage | The minimum amount of damage dealt to a player on impact. |
playerMaxDamage | The maximum amount of damage dealt to a player on impact. |
selfDamage | Enables this damager be able to recieve damage from impacting the environment. Only relevant to ragdoll parts. |
staticVelocityDamageCurve | Represents a curve which describes the relation between the force of impact and the damage inflicted when colliding with the environment. Requires Self Damage to be enabled. |
throwedMultiplier | Damage dealt will be multiplied by this value if the object is in a thrown state on impact |
handleDamager | Determines if this damager is intended for a handle, and if so allows it to be used for the pommel strike skill. |
badAngleBluntFallback | When true, the material used will be taken from badAngleMaterialDamageId instead of damageModifierId . |
badAngleDamage | The damage dealt when an impact lands at a bad angle. |
Unused property. | |
badAngleMaterialDamageId | When badAngleBluntFallback is true, the material from this damage modifier will be used in place of the one specified in damageModifierId . |
dyingAnimationMaxVelocity | If a killing blow with this damager has a velocity higher than this value, the target’s death animation will be skipped. |
addForce | On impact, this much force will be applied to the hit object. |
addForceState | The state this object must be in for addForce to apply. |
addForceState [Flags] | - Flying - Handled - All |
addForceTargetType | The target must be of this type for addForce to apply. |
addForceTargetType [Flags] | - Object - Creature - All |
addForceMode | The way in which force is applied to the target when addForce is applied. |
addForceMode [Flags] | - Force - Impulse - VelocityChange - Acceleration |
addForceDuration | How long in seconds addForce is applied for. |
addForceRagdollPartMultiplier | If the target is a ragdoll part, addForce will be multiplied by this value. |
addForceRagdollOtherMultiplier | If the target is a ragdoll part, force applied to adjacent parts will be multiplied by this value. |
addForceSlowMoMultiplier | If slow motion is active, addForce will be multiplied by this value. |
addForceNormalize | If enabled, the velocity of this impact will be normalized to magnitude of 1 before addForce is applied. |
penetrationAllowed | When true, this damager will be able to penetrate objects with the correct materials. |
penetrationDeepDepthMultiplier | Multiplies the deep penetration threshold by this value. A lower value will have piercing do more damage at less depth. |
penetrationDamage | The amount of damage dealt on penetration start. |
penetrationEffect | If true, the ragdoll part’s penetrationDeepEffect will play when the deep penetration threshold is reached. |
penetrationInitialVelocityMultiplier | When penetration occurs, the damager’s object velocity will be multiplied by this value. |
penetrationSkewerDetection | When enabled, checks will be done to see if any part of the damager has passed through the other side of the penetrated objects. |
penetrationSkewerDamage | The amount of extra damage to deal when skewering has occurred. |
penetrationHeldDamperIn | Dampening applied to the penetration force while the item is held. |
penetrationHeldDamperOut | Dampening applied when trying to withdraw a penetrated object, while it is held. |
penetrationDamper | Dampening applied to penetration and withdrawal when the object is not held. |
penetrationShortDepth | Determines the threshold before an object is too deep to be moved around. |
penetrationShortDepthAngle | The angle this object can still pivot in while penetrating below the short depth threshold. |
penetrationAllowSlide | If true, the object can still slide while penetrating. Used for penetrating slashes, allowing the blade to slice out. |
penetrationSlideDamper | Dampening applied when sliding the object while penetrating. |
penetrationTempModifier | The condition in which the temporary dampening modifier will be applied. |
penetrationTempModifier [Flags] | - OnHit - OnThrow |
penetrationTempModifierDuration | The time in seconds the temp modifier will apply for. |
penetrationTempModifierDamperIn | Dampening applied temporarily when an object is penetrating. |
penetrationTempModifierDamperOut | Dampening applied temporarily when an object is withdrawing. |
penetrationPressureAllowed | If true, penetration can occur by resting this object against a surface and applying force. |
penetrationPressureForceCurve | Describes a curve which is sampled to determine if enough pressure is applied to penetrate. |
penetrationPressureMaxDot | How close this damager needs to be perpendicular to the surface in order for pressure-penetration to work. Where 1 is perfectly perpendicular and 0 is any angle. |
dismemebermentAllowed | Whether this damager should be capable of dismembering limbs. |
dismembermentMinVelocity | The minimum amount of force required to dismember limbs. |
dismembermentNoPenetrationDuration | The time in seconds before this damager can penetrate a surface again, after dismembering a limb. |