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<title>Castle Game Engine: CastleCreatures: Class TMissileCreatureResource</title>
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<a name="TMissileCreatureResource"></a><h1 class="cio">Class TMissileCreatureResource</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleCreatures.html">CastleCreatures</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TMissileCreatureResource = class(<a class="normal" href="CastleCreatures.TCreatureResource.html">TCreatureResource</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Creature that blindly moves in a given direction. It just moves into the given direction (with some possible twists, e.g. it can be a "homing" missile and/or be dragged down by gravity). On collision, it hits, potentially hurting the alive 3D object that was colliding (player or other creatures).
<p>Missiles ignore <a class="normal" href="CastleCreatures.TCreatureResource.html#Flying">TCreatureResource.Flying</a>, they use their own way to handle gravity with <a class="normal" href="CastleCreatures.TMissileCreatureResource.html#DirectionFallSpeed">DirectionFallSpeed</a>.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleResources.T3DResource.html">T3DResource</a></li>
<li class="ancestor"><a class="normal" href="CastleCreatures.TCreatureResource.html">TCreatureResource</a></li>
<li class="thisitem">TMissileCreatureResource</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TMissileCreatureResource.html#DefaultMoveSpeed">DefaultMoveSpeed</a></b> = 10.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TMissileCreatureResource.html#DefaultCloseDirectionToTargetSpeed">DefaultCloseDirectionToTargetSpeed</a></b> = 0.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TMissileCreatureResource.html#DefaultPauseBetweenSoundIdle">DefaultPauseBetweenSoundIdle</a></b> = 2.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TMissileCreatureResource.html#DefaultHitsPlayer">DefaultHitsPlayer</a></b> = true;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TMissileCreatureResource.html#DefaultHitsCreatures">DefaultHitsCreatures</a></b> = false;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TMissileCreatureResource.html#DefaultDirectionFallSpeed">DefaultDirectionFallSpeed</a></b> = 0.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TMissileCreatureResource.html#DefaultRemoveDead">DefaultRemoveDead</a></b> = true;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TMissileCreatureResource.html#RadiusCalculate">RadiusCalculate</a></b>(const GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): Single; override;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleCreatures.TMissileCreatureResource.html#Create">Create</a></b>(const AName: string); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TMissileCreatureResource.html#CreatureClass">CreatureClass</a></b>: <a href="CastleCreatures.html#TCreatureClass">TCreatureClass</a>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCreatures.TMissileCreatureResource.html#LoadFromFile">LoadFromFile</a></b>(ResourceConfig: <a href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TMissileCreatureResource.html#CreateCreature">CreateCreature</a></b>(World: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; const APosition, ADirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const MaxLife: Single): <a href="CastleCreatures.TCreature.html">TCreature</a>; override;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TMissileCreatureResource.html#FlyAnimation">FlyAnimation</a></b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FFlyAnimation;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TMissileCreatureResource.html#DieAnimation">DieAnimation</a></b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FDieAnimation;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TMissileCreatureResource.html#MoveSpeed">MoveSpeed</a></b>: Single read FMoveSpeed write FMoveSpeed
default <a href="CastleCreatures.TMissileCreatureResource.html#DefaultMoveSpeed">DefaultMoveSpeed</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TMissileCreatureResource.html#SoundHit">SoundHit</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FSoundHit write FSoundHit default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TMissileCreatureResource.html#CloseDirectionToTargetSpeed">CloseDirectionToTargetSpeed</a></b>: Single
read FCloseDirectionToTargetSpeed
write FCloseDirectionToTargetSpeed
default <a href="CastleCreatures.TMissileCreatureResource.html#DefaultCloseDirectionToTargetSpeed">DefaultCloseDirectionToTargetSpeed</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TMissileCreatureResource.html#SoundIdle">SoundIdle</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FSoundIdle write FSoundIdle default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TMissileCreatureResource.html#PauseBetweenSoundIdle">PauseBetweenSoundIdle</a></b>: Single
read FPauseBetweenSoundIdle write FPauseBetweenSoundIdle
default <a href="CastleCreatures.TMissileCreatureResource.html#DefaultPauseBetweenSoundIdle">DefaultPauseBetweenSoundIdle</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TMissileCreatureResource.html#HitsPlayer">HitsPlayer</a></b>: boolean
read FHitsPlayer write FHitsPlayer default <a href="CastleCreatures.TMissileCreatureResource.html#DefaultHitsPlayer">DefaultHitsPlayer</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TMissileCreatureResource.html#HitsCreatures">HitsCreatures</a></b>: boolean
read FHitsCreatures write FHitsCreatures default <a href="CastleCreatures.TMissileCreatureResource.html#DefaultHitsCreatures">DefaultHitsCreatures</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TMissileCreatureResource.html#DirectionFallSpeed">DirectionFallSpeed</a></b>: Single
read FDirectionFallSpeed write FDirectionFallSpeed
default <a href="CastleCreatures.TMissileCreatureResource.html#DefaultDirectionFallSpeed">DefaultDirectionFallSpeed</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TMissileCreatureResource.html#RemoveDead">RemoveDead</a></b>: boolean
read FRemoveDead write FRemoveDead default <a href="CastleCreatures.TMissileCreatureResource.html#DefaultRemoveDead">DefaultRemoveDead</a>;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="itemcode"><a name="DefaultMoveSpeed"></a><code>internal const <b>DefaultMoveSpeed</b> = 10.0;</code></td>
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<td class="itemcode"><a name="DefaultCloseDirectionToTargetSpeed"></a><code>internal const <b>DefaultCloseDirectionToTargetSpeed</b> = 0.0;</code></td>
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<td class="itemcode"><a name="DefaultPauseBetweenSoundIdle"></a><code>internal const <b>DefaultPauseBetweenSoundIdle</b> = 2.0;</code></td>
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<td class="itemcode"><a name="DefaultHitsPlayer"></a><code>internal const <b>DefaultHitsPlayer</b> = true;</code></td>
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<td class="itemcode"><a name="DefaultHitsCreatures"></a><code>internal const <b>DefaultHitsCreatures</b> = false;</code></td>
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<td class="itemcode"><a name="DefaultDirectionFallSpeed"></a><code>internal const <b>DefaultDirectionFallSpeed</b> = 0.0;</code></td>
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<td class="itemcode"><a name="DefaultRemoveDead"></a><code>internal const <b>DefaultRemoveDead</b> = true;</code></td>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="RadiusCalculate"></a><code>function <b>RadiusCalculate</b>(const GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): Single; override;</code></td>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const AName: string); override;</code></td>
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<td class="itemcode"><a name="CreatureClass"></a><code>function <b>CreatureClass</b>: <a href="CastleCreatures.html#TCreatureClass">TCreatureClass</a>; override;</code></td>
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<td class="itemcode"><a name="LoadFromFile"></a><code>procedure <b>LoadFromFile</b>(ResourceConfig: <a href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); override;</code></td>
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<td class="itemcode"><a name="CreateCreature"></a><code>function <b>CreateCreature</b>(World: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; const APosition, ADirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const MaxLife: Single): <a href="CastleCreatures.TCreature.html">TCreature</a>; override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="FlyAnimation"></a><code>property <b>FlyAnimation</b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FFlyAnimation;</code></td>
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<td class="itemcode"><a name="DieAnimation"></a><code>property <b>DieAnimation</b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FDieAnimation;</code></td>
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<p>
Die (destroying) animation of a missile. Optional. It can depict missile explosion. After showing this animation (or immediately when missile hits something, if this animation is not specified) the missile is removed from the level (unless <a class="normal" href="CastleCreatures.TMissileCreatureResource.html#RemoveDead">RemoveDead</a> = <code>False</code>).</p>
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<td class="itemcode"><a name="MoveSpeed"></a><code>property <b>MoveSpeed</b>: Single read FMoveSpeed write FMoveSpeed
default <a href="CastleCreatures.TMissileCreatureResource.html#DefaultMoveSpeed">DefaultMoveSpeed</a>;</code></td>
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<p>
The moving speed: how much Direction vector will be scaled when moving.</p>
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<td class="itemcode"><a name="SoundHit"></a><code>property <b>SoundHit</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FSoundHit write FSoundHit default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><a name="CloseDirectionToTargetSpeed"></a><code>property <b>CloseDirectionToTargetSpeed</b>: Single
read FCloseDirectionToTargetSpeed
write FCloseDirectionToTargetSpeed
default <a href="CastleCreatures.TMissileCreatureResource.html#DefaultCloseDirectionToTargetSpeed">DefaultCloseDirectionToTargetSpeed</a>;</code></td>
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<p>
For "homing" missiles, how fast direction to the target is corrected. Zero (default) means that the missile is not "homing".</p>
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<td class="itemcode"><a name="SoundIdle"></a><code>property <b>SoundIdle</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FSoundIdle write FSoundIdle default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<p>
Sound just played when the missile is going.</p>
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<td class="itemcode"><a name="PauseBetweenSoundIdle"></a><code>property <b>PauseBetweenSoundIdle</b>: Single
read FPauseBetweenSoundIdle write FPauseBetweenSoundIdle
default <a href="CastleCreatures.TMissileCreatureResource.html#DefaultPauseBetweenSoundIdle">DefaultPauseBetweenSoundIdle</a>;</code></td>
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<p>
This should be synchonized with length of <a class="normal" href="CastleCreatures.TMissileCreatureResource.html#SoundIdle">SoundIdle</a> sound.</p>
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<td class="itemcode"><a name="HitsPlayer"></a><code>property <b>HitsPlayer</b>: boolean
read FHitsPlayer write FHitsPlayer default <a href="CastleCreatures.TMissileCreatureResource.html#DefaultHitsPlayer">DefaultHitsPlayer</a>;</code></td>
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<td class="itemcode"><a name="HitsCreatures"></a><code>property <b>HitsCreatures</b>: boolean
read FHitsCreatures write FHitsCreatures default <a href="CastleCreatures.TMissileCreatureResource.html#DefaultHitsCreatures">DefaultHitsCreatures</a>;</code></td>
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<td class="itemcode"><a name="DirectionFallSpeed"></a><code>property <b>DirectionFallSpeed</b>: Single
read FDirectionFallSpeed write FDirectionFallSpeed
default <a href="CastleCreatures.TMissileCreatureResource.html#DefaultDirectionFallSpeed">DefaultDirectionFallSpeed</a>;</code></td>
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<p>
How fast is the missile pulled down by gravity. Non-zero value causes missile direction to gradually point downward, this way missile flies downward eventually.
<p>This is quite different (in different units and with slightly different effect) than T3D.FallSpeed, hence a different name and property. <a class="normal" href="CastleCreatures.TMissileCreatureResource.html">TMissileCreatureResource</a> doesn't use T3D.Gravity and so ignores <a class="normal" href="CastleResources.T3DResource.html#FallSpeed">T3DResource.FallSpeed</a>, <a class="normal" href="CastleResources.T3DResource.html#GrowSpeed">T3DResource.GrowSpeed</a> and other properties.
<p>0 means to not fall down (missile is not affected by gravity).</p>
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<td class="itemcode"><a name="RemoveDead"></a><code>property <b>RemoveDead</b>: boolean
read FRemoveDead write FRemoveDead default <a href="CastleCreatures.TMissileCreatureResource.html#DefaultRemoveDead">DefaultRemoveDead</a>;</code></td>
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<p>
Should the dead (destroyed) missiles be removed from level. Useful if you want to see arrows stuck into walls where they hit.
<p>This is like <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#RemoveDead">TWalkAttackCreatureResource.RemoveDead</a> and <a class="normal" href="CastleCreatures.TStillCreatureResource.html#RemoveDead">TStillCreatureResource.RemoveDead</a>, except for missiles the default is <code>True</code>. Also, even if you switch this to <code>False</code>, it's ignored (works like <code>True</code>) if the missile hit a dynamic object (like another creature or player). It only works when a missile hit something else than a creature/player, which means that it probably hit a static level wall.</p>
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