The video and demo module below shows off the 9
ProjType settings for projectiles in
spells.2da and what each of them look like when used.
They are:homing - Homes directly to target
ballistic - Homes to target following ballistic arc
highballistic - Homes to target following extremely steep ballistic arc, like a mortar.
burst - Homes to target via random (XYZ) ballistic arc. Path random on all 3 axes.
accelerating - Homes directly to target, accelerating as it travels
spiral - Homes to target then spirals around several times before impact. Think "Hellball"
linked - Attached to ProjSpwnPoint and at the very last second homes directly to target
bounce - Travels to target via 3 bounces. First bounce at halfway point, second when 3/4 there if not launched high.
test - (undocumented) Homes to target following ballistic arc, breaks into 4 MIRVs at halfway point which converge on target.
**** - This is the "tenth" setting but it's really no setting at all so any projectile created using this as a ProjType setting will hang in space where it was created. There are probably much better methods to use if you're going for that effect.
There is a
longer post in the CC forum but it covers more material than just scripting stuff. Hope this encourages more people to take a stab at making custom spells.