diff --git a/docs/cck/components/Combat System.md b/docs/cck/components/Combat System.md index 4f1ba11..85c8873 100644 --- a/docs/cck/components/Combat System.md +++ b/docs/cck/components/Combat System.md @@ -1,4 +1,4 @@ -# Combat System +# 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 @@ -6,7 +6,7 @@ Adding this component enables PvP and PVE style gamemodes in your world. Best us ##### Reference ID ##### Health -+ **Health Base Amount:** This is the default Health each player starts with at the begining of a Game or Round. ++ **Health Base Amount:** This is the default Health each player starts with at the beginning 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 @@ -15,7 +15,7 @@ Adding this component enables PvP and PVE style gamemodes in your world. Best us + **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 Base Amount:** This is the default Armor each player starts with at the beginning 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 @@ -24,7 +24,7 @@ Adding this component enables PvP and PVE style gamemodes in your world. Best us + **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 Base Amount:** This is the default Armor each player starts with at the beginning 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 @@ -52,7 +52,7 @@ These are hooks that can be triggered by the Combat System. + **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. +These are hooks that can be triggered 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. diff --git a/docs/cck/components/Damage.md b/docs/cck/components/Damage.md index fe33f71..aa833ec 100644 --- a/docs/cck/components/Damage.md +++ b/docs/cck/components/Damage.md @@ -1,4 +1,4 @@ -# Damage +# 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 @@ -17,7 +17,7 @@ This is the amount of damage 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 +##### Damage Multiplier Multiplies the Damage Amount to the Damage Type. + **Health** + **Armor** diff --git a/docs/cck/components/Object Health.md b/docs/cck/components/Object Health.md index b4f98f2..420c831 100644 --- a/docs/cck/components/Object Health.md +++ b/docs/cck/components/Object Health.md @@ -1,4 +1,4 @@ -# Object Health +# Object Health
Adding this component gives the GameObject properites for the Combat System. Best used alongside the **Damage** and **Game Instance Controller** components. ### Properties @@ -15,7 +15,7 @@ Adding this component gives the GameObject properites for the Combat System. Bes + **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 Base Amount:** This is the default Armor the GameObject starts with at the beginning 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 @@ -24,7 +24,7 @@ Adding this component gives the GameObject properites for the Combat System. Bes + **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 Base Amount:** This is the default Armor the GameObject starts with at the beginning 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 @@ -42,8 +42,8 @@ This will determine how to handle the GameObject when it's health reaches 0. - **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. ++ **Respawn 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 Instance Controller component that the GameObject is effected by. ### Events These are hooks that can be triggered by the Combat System.