Projectile

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Revision as of 10:14, 8 February 2024 by Oddlittleturtle (talk | contribs) (Added category info, minor grammar edits.)
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Type: Projectile

Papyrus: Projectile Script, ObjectReference Script

The Projectile object is used by Ammo objects that shoot projectiles and define armed, placed mines. The Projectile object is found within the Object Window under the Special Effect category.

Editor Dialogue

  • ID: Unique identifier for this form.
  • Name: Display name
  • Projectile Type: There are several Projectile types to choose from.
    • Missile: These Projectile types travel in a straight line.
    • Lobber: These projectiles are thrown/ "lobbed". Used for Grenades, Mines, etc.
    • Beam: These Projectiles are used for lasers, plasma, and electricity-based weapons.
    • Flame: Projectile used for sprayed Ammo.
    • Cone: Not used.
    • Barrier: Not used.
    • Arrow: Used for arrows. Not used in game.

Projectile Art

  • Art File: The file path to the 3D art for this Projectile.
  • Light: The Light object used to color the 3D art of this Projectile.
  • Default Weapon Source:
  • Decal Data:

Projectile Sound

  • Supersonic: If unchecked, the sound will occur along the Projectile's full path; if checked, the sound will occur only from the point of the Projectile's path closest to the player.
  • Select Sound Button: Click the button to bring up the Select Form dialogue to choose an Editor ID of Sound Descriptors for the Projectile.
  • Detection Sound Level: Sound Volume of the Projectile.
    • Loud
    • Normal
    • Quiet
    • Silent
    • Very Loud

Projectile Stats

  • Speed: Velocity of the Projectile.
  • Gravity: How much gravity affects the Projectile.
  • Range: The maximum distance the Projectile will fire (or be tracked).
  • Impact Force: The Projectile's force of impact.
  • Tracer Frequency:
  • Fade Duration: How long the Projectile will remain visible on Screen and in VATS.
  • Cone Spread: Cone Projectiles only. See Aim if modifying cone spread for shotguns.
  • Collison Radius:
  • Lifetime: How long the Projectile stays "alive".
  • Relaunch Interval:


Projectile Muzzle Flash

  • Muzzle Flash: If checked, this projectile produces a muzzle flash effect on a node specified on the 3D art file of the object shooting the Projectile.
  • Light: Light object attached to the Muzzle Flash Art File used to color the effect.
  • Muzzle Flash Art file: Effect art file of the muzzle flash, such as MuzMachineGun01.nif.
  • Duration: Length of time the muzzle flash effect occurs.


Projectile Explosion

  • Explosion: If checked, this Projectile can cause an explosion.
  • Type: Editor ID of the Explosion.
  • Triggers: You can only select one.
    • Trigger on Impact: If selected, the Explosion occurs when the Projectile make an impact.
    • Alt. Trigger: If selected, the Explosion does not necessarily occur when the Project makes an impact.
  • Timer: How long before the Explosion occurs.
  • Proximity: How close a target must be for the Explosion to occur.
  • Countdown Sound: Editor ID of Sound Descriptor used for Proximity to armed, placed mines. Click the button to bring up the Select Form dialogue to choose an Editor ID of the Sound Descriptors for countdown sounds, such as WPNMineTick.


Projectile Geometry

  • VATS Projectile: Specifies if this projectile is a "wrapper" for a VATS projectile, such as VATSBullet308cal
  • Collision Layer:
  • Hitscan: If checked, the Projectile's art is not drawn on screen and the impact to the target is immediate.
  • Can be disabled: If checked, the Projectile is an armed mine used for placing in the world.
  • Disable sound: Editor ID of the Sound Descriptor used to tell the player they have disarmed the Projectile. Click the button to bring up the Select Form dialogue to choose an Editor ID of Sound Descriptors for Disarming the Projectile, such as WPNMineDisarm.
  • Can be Picked Up: If checked, the Projectile can be picked by the Player or NPCs. Deathclaw Projectiles are "picked up" by the Deathclaw Actor to be "Thrown".
  • Crit. Effect: Pins Limbs: If checked, the Projectile can pin limbs to surfaces.
  • Disable Combat Aim Correction: If checked, the engine aim correction that draws Projectiles near targets is disabled.
  • Penetrates Geometry: If checked, the Projectile can pass through collision layers.
  • Continuous Update:
  • Seeks Target:


Destruction Data


See Also