|Kode wheel segment||Combat|
|Modifiers||at, in direction, pitch, with windup, interrupt, without hit direction, with damage, at speed, launch strong, launch weak, yaw, with offset, lifetime, launch frequency, with gravity, bounce on impact, allow friendly fire, collidable with launcher, disallow friendly fire, unblockable, without targeting|
|Pre-made brains that use it||Unknown|
Combat > shoot
This tile is used to fire a projectile. If the character is equipped with a ranged weapon it will shoot appropriate projectiles by default (arrows for bows, bullets for guns). With no weapon equipped the character will shoot fireballs from his hands (the fire point socket).
You can change the projectile by adding a tile after shoot. Any object can be a projectile.
WHEN [Y][pressed] DO [shoot]
WHEN [Y] DO [shoot][acorn]
at: Paired with an object, the projectile will be fired at it. You can specify an object using IWP, or an object variable such as [objvar:my enemy]
WHEN [enemies][nearest object] DO [objvar:enemy target][=][it]
WHEN [Y][pressed] DO [shoot][at][objvar:enemy target]
in direction: Paired with an object or a vector or direction. This will fire the projectile in that direction.
WHEN [Y][pressed] DO [shoot][in direction][North]
pitch: Paired with a number. Changes the angle the projectiles are fired. For example  fires the arrows upwards into the air.
with windup: Plays a windup animation before firing. In the case of a bow, the character draws back the string before firing. For the Astro blaster the gun bobs up and down first.
interrupt: If the character hit by your projectile is playing an animation the hit will interrupt it. Seems superfluous as a tile, as interrupt is the default, and there is no without interrupt tile for shoot.
without hit reaction: The character hit by your projectile will not play its hit reaction animation
with damage: Paired with a number, this assigns the number of health damage sustained by each projectile hit.
WHEN [Y][pressed] DO [shoot][with damage]
at speed: Paired with a number this determines the speed of the projectile
launch strong: This fires your projectiles with greater force than default
launch weak: This fires your projectile with less force than default
yaw: This changes the left/right angle your projectile will exit your weapon
with offset: This offsets the position where the projectile will appear from the weapon. Pair with a vector or offset tile.
lifetime: Paired with a number (seconds) this will determine how long the projectile lasts until it is destroyed, if it doesn’t hit anything. By default a projectile will last approx 3 seconds.
launch frequency: Paired with a number. This determines how many projectiles you can fire per second. Is particularly relevant if you do not use [pressed] and the player can hold down the shoot button for multiple projectiles. A high number will give the effect of a machine gun.
with gravity: The projectile will fall to the ground after a certain distance determined by gravity and the speed at which it is travelling.
bounce on impact: The projectile will bounce if it hits anything creating ricochet. The projectile can therefore hit multiple enemies.
allow friendly fire: This will allow your projectiles to hit neutral characters or allies. By default your attacks do not affect friendly characters.
collidable with launcher: By default the projectile does not collide with the weapon it is fired from. This will change that. Not sure of application for this tile.
disallow friendly fire: Turns off friendly fire if you have used that tile.
unblockable: Prevents any character from blocking your projectile
without targeting: By default, if the player is slightly at an angle when firing at an enemy the projectile will still hit them, sometimes this looks odd. With this tile the projectile will fire straight.