Damagers

A Damager JSON controls properties of a damager component. Read more about damagers here.

Keys Description
id The unique ID for the damager
version Version of the JSON. Must be 4
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
badAngleRecoilMultiplier 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

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