Castle Game Engine: CastleCreatures: Class TMissileCreatureResource

# Class TMissileCreatureResource
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleCreatures ## Declaration `type TMissileCreatureResource = class(TCreatureResource)` ## Description 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). Missiles ignore TCreatureResource.Flying, they use their own way to handle gravity with DirectionFallSpeed. ## Hierarchy TObject T3DResource TCreatureResource TMissileCreatureResource ## Overview ### Fields
| `internal const DefaultMoveSpeed = 10.0;`
| `internal const DefaultCloseDirectionToTargetSpeed = 0.0;`
| `internal const DefaultPauseBetweenSoundIdle = 2.0;`
| `internal const DefaultHitsPlayer = true;`
| `internal const DefaultHitsCreatures = false;`
| `internal const DefaultDirectionFallSpeed = 0.0;`
| `internal const DefaultRemoveDead = true;`
### Methods
| `function RadiusCalculate(const GravityUp: TVector3Single): Single; override;`
| `constructor Create(const AName: string); override;`
| `function CreatureClass: TCreatureClass; override;`
| `procedure LoadFromFile(ResourceConfig: TCastleConfig); override;`
| `function CreateCreature(World: T3DWorld; const APosition, ADirection: TVector3Single; const MaxLife: Single): TCreature; override;`
### Properties
| `property FlyAnimation: T3DResourceAnimation read FFlyAnimation;`
| `property DieAnimation: T3DResourceAnimation read FDieAnimation;`
| `property MoveSpeed: Single read FMoveSpeed write FMoveSpeed default DefaultMoveSpeed;`
| `property SoundHit: TSoundType read FSoundHit write FSoundHit default stNone;`
| `property CloseDirectionToTargetSpeed: Single read FCloseDirectionToTargetSpeed write FCloseDirectionToTargetSpeed default DefaultCloseDirectionToTargetSpeed;`
| `property SoundIdle: TSoundType read FSoundIdle write FSoundIdle default stNone;`
| `property PauseBetweenSoundIdle: Single read FPauseBetweenSoundIdle write FPauseBetweenSoundIdle default DefaultPauseBetweenSoundIdle;`
| `property HitsPlayer: boolean read FHitsPlayer write FHitsPlayer default DefaultHitsPlayer;`
| `property HitsCreatures: boolean read FHitsCreatures write FHitsCreatures default DefaultHitsCreatures;`
| `property DirectionFallSpeed: Single read FDirectionFallSpeed write FDirectionFallSpeed default DefaultDirectionFallSpeed;`
| `property RemoveDead: boolean read FRemoveDead write FRemoveDead default DefaultRemoveDead;`
## Description ### Fields
| `internal const DefaultMoveSpeed = 10.0;`
| `internal const DefaultCloseDirectionToTargetSpeed = 0.0;`
| `internal const DefaultPauseBetweenSoundIdle = 2.0;`
| `internal const DefaultHitsPlayer = true;`
| `internal const DefaultHitsCreatures = false;`
| `internal const DefaultDirectionFallSpeed = 0.0;`
| `internal const DefaultRemoveDead = true;`
### Methods
| `function RadiusCalculate(const GravityUp: TVector3Single): Single; override;`
| `constructor Create(const AName: string); override;`
| `function CreatureClass: TCreatureClass; override;`
| `procedure LoadFromFile(ResourceConfig: TCastleConfig); override;`
| `function CreateCreature(World: T3DWorld; const APosition, ADirection: TVector3Single; const MaxLife: Single): TCreature; override;`
### Properties
| `property FlyAnimation: T3DResourceAnimation read FFlyAnimation;`
| `property DieAnimation: T3DResourceAnimation read FDieAnimation;`
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 RemoveDead = `False`).
| `property MoveSpeed: Single read FMoveSpeed write FMoveSpeed default DefaultMoveSpeed;`
The moving speed: how much Direction vector will be scaled when moving.
| `property SoundHit: TSoundType read FSoundHit write FSoundHit default stNone;`
| `property CloseDirectionToTargetSpeed: Single read FCloseDirectionToTargetSpeed write FCloseDirectionToTargetSpeed default DefaultCloseDirectionToTargetSpeed;`
For "homing" missiles, how fast direction to the target is corrected. Zero (default) means that the missile is not "homing".
| `property SoundIdle: TSoundType read FSoundIdle write FSoundIdle default stNone;`
Sound just played when the missile is going.
| `property PauseBetweenSoundIdle: Single read FPauseBetweenSoundIdle write FPauseBetweenSoundIdle default DefaultPauseBetweenSoundIdle;`
This should be synchonized with length of SoundIdle sound.
| `property HitsPlayer: boolean read FHitsPlayer write FHitsPlayer default DefaultHitsPlayer;`
| `property HitsCreatures: boolean read FHitsCreatures write FHitsCreatures default DefaultHitsCreatures;`
| `property DirectionFallSpeed: Single read FDirectionFallSpeed write FDirectionFallSpeed default DefaultDirectionFallSpeed;`
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. This is quite different (in different units and with slightly different effect) than T3D.FallSpeed, hence a different name and property. TMissileCreatureResource doesn't use T3D.Gravity and so ignores T3DResource.FallSpeed, T3DResource.GrowSpeed and other properties. 0 means to not fall down (missile is not affected by gravity).
| `property RemoveDead: boolean read FRemoveDead write FRemoveDead default DefaultRemoveDead;`
Should the dead (destroyed) missiles be removed from level. Useful if you want to see arrows stuck into walls where they hit. This is like TWalkAttackCreatureResource.RemoveDead and TStillCreatureResource.RemoveDead, except for missiles the default is `True`. Also, even if you switch this to `False`, it's ignored (works like `True`) 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.
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