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Merge pull request #33 from SketchFoxsky/patch-1
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Create Combat System.md, Damage.md, and Object Health.md
note to contributor: these components are pending a refactor and may be completely rewritten
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loliwut authored Sep 10, 2024
2 parents ea86fa4 + 080f6c8 commit 96085c9
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59 changes: 59 additions & 0 deletions docs/cck/components/Combat System.md
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# 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

##### Reference ID

##### Health
+ **Health Base Amount:** This is the default Health each player starts with at the begining 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
+ **Health Regeneration Delay:** The time in seconds before the player starts regenerating Health.
+ **Health Regeneration Rate:** The amount of Health the player recovers per second.
+ **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 Max Amount:** This is the Maximum amount of Armor a player can have at any given time.

##### Armor Regeneration
+ **Armor Regeneration Delay:** The time in seconds before the player starts regenerating Armor.
+ **Armor Regeneration Rate:** The amount of Armor the player recovers per second.
+ **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 Max Amount:** This is the Maximum amount of Armor a player can have at any given time.

##### Shield Regeneration
+ **Shield Regeneration Delay:** The time in seconds before the player starts regenerating Shield.
+ **Shield Regeneration Rate:** The amount of Shield the player recovers per second.
+ **Shield Regeneration Cap:** The amount of Shield that regeneration will stop.

##### General Settings
+ **Friendly Fire:** Enable or Disable the ability for players to attack their own teammates.

##### Respawn Behavior
Choose how the player will respawn upon being downed.
+ **Respawn Behavior**
* **Respawn On World:** Uses the CVRWorld Spawn Point.
* **Respawn On Point:** Uses the transform of the Respawn Point Property.
* **Respawn In Place:** Will respawn the player at the point they were downed.
+ **Respawn Point:** The GameObject Transform property the player will respawn at when using the **Respawn On Point** Respawn Behavior.
+ **Respawn Time:** The time after being down the player will respawn.

### Events
These are hooks that can be triggered by the Combat System.
+ **Player Down Event:** This is triggered when player health reaches 0.
+ **Player Hit Event:** This is triggered when the player has been hit by the Damage component.
+ **Player Respawn Event:** This is triggered when the player respawns after being downed.
+ **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.
+ **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.
+ **Hit Another Player Event:** This is triggered when the local player hits a remote player with a damage component.
30 changes: 30 additions & 0 deletions docs/cck/components/Damage.md
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# 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

##### Damage Type
+ **Stack:** Inflicts damage to Shield, Armor, and Health of the player.
+ **Shield:** Only inflicts damage to the Shield of the player.
+ **Armor:** Only inflicts damage to the Armor of the player.
+ **Health:** Only inflicts damage to the Health of the player.

##### Damage Amount
This is the amount of damage that is applied to the Damage Type.

##### Damage Over Time
+ **Damage Over Time Amount:** The amount of damage per second 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
Multiplies the Damage Amount to the Damage Type.
+ **Health**
+ **Armor**
+ **Shield**

##### Damage Falloff
+ **Enable Falloff:** Enables or disables Damage Falloff
+ **Falloff Distance:** The maximum distance damage can be applied to the Damage Type
+ **Falloff Curve:** A curve that determines how much damage is applied along the Falloff Distance.
+ **Falloff Effect Damage Over Time:** Applies or does not apply the Damage Falloff to the Damage Over Time property.
51 changes: 51 additions & 0 deletions docs/cck/components/Object Health.md
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# Object Health
Adding this component gives the GameObject properites for the Combat System. Best used alongside the **Damage** and **Game Instance Controller** components.

### Properties

##### Reference ID

##### Health
+ **Health Base Amount:** This is the default Health the GameObject starts with at the begining of a Game or Round.
+ **Health Max Amount:** This is the Maximum amount of Health the GameObject can have at any given time.

##### Health Regeneration
+ **Health Regeneration Delay:** The time in seconds before the GameObject starts regenerating Health.
+ **Health Regeneration Rate:** The amount of Health the GameObject recovers per second.
+ **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 Max Amount:** This is the Maximum amount of Armor the GameObject can have at any given time.

##### Armor Regeneration
+ **Armor Regeneration Delay:** The time in seconds before the GameObject starts regenerating Armor.
+ **Armor Regeneration Rate:** The amount of Armor the GameObject recovers per second.
+ **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 Max Amount:** This is the Maximum amount of Armor the GameObject can have at any given time.

##### Shield Regeneration
+ **Shield Regeneration Delay:** The time in seconds before the GameObject starts regenerating Shield.
+ **Shield Regeneration Rate:** The amount of Shield the GameObject recovers per second.
+ **Shield Regeneration Cap:** The amount of Shield that regeneration will stop.

##### Down Behavior
This will determine how to handle the GameObject when it's health reaches 0.
+ **DownBehavior**
- **Destroy:** Deletes the GameObject.
- **Respawn After Time:** Respawns the GameObject after the amount in seconds.
- **Respawn After Round Start:** Only Applicable when the Game Instance Controller is present in the scene; will respawn the GameObject when the round starts.
- **Respawn After Round End:** Only Applicable when the Game Instance Controller is present in the scene; will respawn the GameObject when the round ends.
- **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.

### Events
These are hooks that can be triggered by the Combat System.
+ **Down Event:** This event will trigger when the GameObject's health reaches 0.
+ **Respawn Event:** This event will trigger when the GameObject respawns.

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