diff --git a/docs/cck/components/Combat System.md b/docs/cck/components/Combat System.md new file mode 100644 index 0000000..4f1ba11 --- /dev/null +++ b/docs/cck/components/Combat System.md @@ -0,0 +1,59 @@ +# 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. diff --git a/docs/cck/components/Damage.md b/docs/cck/components/Damage.md new file mode 100644 index 0000000..fe33f71 --- /dev/null +++ b/docs/cck/components/Damage.md @@ -0,0 +1,30 @@ +# 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. diff --git a/docs/cck/components/Object Health.md b/docs/cck/components/Object Health.md new file mode 100644 index 0000000..b4f98f2 --- /dev/null +++ b/docs/cck/components/Object Health.md @@ -0,0 +1,51 @@ +# 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.