Skeetlauncher commands
 
Specific commands which control the skeetlauncher entity. The skeetlauncher also responds to many entity commands (gameX86 source code reference: skeet.cpp).

Specific entity commands are colored in brown in my custom SinScript syntax coloring wordfile for UltraEdit32.


launch  
 
Function
 
This makes the skeetlauncher entity launch a yellow clay pigeon. A "pop" sound is played automatically upon launch.

Syntax
 
$<skeetlauncher_name> launch

Notes & examples
 
The clay pigeon will automatically disappear if it's shot or touches anything in the map before the end of its lifetime set by the last setDuration command.


setDuration  
 
Function
 
This sets the lifetime in seconds of the clay pigeon once it's launched. After this time, it will disappear.

Syntax
 
$<skeetlauncher_name> setDuration <time>

Notes & examples
 
If the clay pigeon is shot or touches anything in the map before the end of its lifetime, it will disappear automatically.


setGravity  
 
Function
 
This sets the gravity pull exerted on the clay pigeon after it's launched. The higher the gravity, the faster it will fall.

Syntax
 
$<skeetlauncher_name> setGravity <value>

Notes & examples
 
The values go from 0.0 which is no gravity (the pigeon doesn't fall) to 1.0 which is normal gravity.


setSpeed  
 
Function
 
This sets the speed of the clay pigeon when launched.

Syntax
 
$<skeetlauncher_name> setSpeed <value>

Notes & examples
 
In Ritual's HC Training Center, the speed of the skeetlauncher is set to 550 for easy skill and 750 for medium and hard skill. So you can start from a value around 600 and work your way from there until you're satisfied with the results.


setSpeedVar  
 
Function
 
This sets the speed variance of the clay pigeon when launched.

Syntax
 
$<skeetlauncher_name> setSpeedVar <±value>

Notes & examples
 
The speed variance is the amount of possible speed variation from the nominal speed value set by the last setSpeed command. The actual amount of variance is applied on a random basis. Here's a practical example of how speed variance works:

Let's say you set the speed at 500 and the speed variance at 100. This means that the resulting speed of the launched pigeons can be anywhere from 400 (500 - 100) to 600 (500 + 100). Since the speed can vary at random from one launch to the next, this places an additional challenge on the player during skeet practice.

Note:
The speed variance setting should always be less than the nominal speed setting.



setXdir  
 
Function
 
This sets the pitch angle of the launched pigeon's trajectory.

Syntax
 
$<skeetlauncher_name> setXdir <pitch_angle>

Notes & examples
 
The pitch angle corresponds to the elevation setting. A value of 0 is horizontal, a positive angle value is downwards and a negative value is upwards.


setXvar  
 
Function
 
This sets the pitch angle variance of the clay pigeon when launched.

Syntax
 
$<skeetlauncher_name> setXvar <±pitch_angle>

Notes & examples
 
The pitch angle variance is the amount of possible angle variation from the nominal pitch angle value set by the last setXdir command. The actual amount of variance is applied on a random basis. Here's a practical example of how angle variance works:

Let's say you set the angle at 45 and the angle variance at 10. This means that the resulting trajectory angle of the launched pigeons can be anywhere from 35 (45 - 10) to 55 (45 + 10). Since the angle can vary at random from one launch to the next, this places an additional challenge on the player during skeet practice. The higher the angle variance, the bigger the challenge.


setYdir  
 
Function
 
This sets the yaw angle of the launched pigeon's trajectory.

Syntax
 
$<skeetlauncher_name> setYdir <yaw_value>

Notes & examples
 
The yaw angle corresponds to the traverse setting. A value of 0 is center, a positive angle value is towards the left and a negative value is towards the right.


setYvar  
 
Function
 
This sets the yaw angle variance of the clay pigeon when launched.

Syntax
 
$<skeetlauncher_name> setYvar <±yaw_angle>

Notes & examples
 
The yaw angle variance is the amount of possible angle variation from the nominal yaw angle value set by the last setYdir command. The actual amount of variance is applied on a random basis. Here's a practical example of how angle variance works:

Let's say you set the angle at 45 and the angle variance at 10. This means that the resulting trajectory angle of the launched pigeons can be anywhere from 35 (45 - 10) to 55 (45 + 10). Since the angle can vary at random from one launch to the next, this places an additional challenge on the player during skeet practice. The higher the angle variance, the bigger the challenge.


setZdir  
 
Function
 
This sets the roll angle of the launched pigeon.

Syntax
 
$<skeetlauncher_name> setZdir <roll_angle>

Notes & examples
 
The roll angle of the pigeon determines it's orientation while in flight. A value of 0 makes it fly flat, a positive value makes it fly sideways towards the right and a negative value makes it fly sideways towards the left.


setZvar  
 
Function
 
This sets the roll angle variance of the clay pigeon when launched.

Syntax
 
$<skeetlauncher_name> setZvar <±roll_angle>

Notes & examples
 
The roll angle variance is the amount of possible angle variation from the nominal roll angle value set by the last setZdir command. The actual amount of variance is applied on a random basis. Here's a practical example of how angle variance works:

Let's say you set the angle at 0 and the angle variance at 10. This means that the resulting roll orientation of the launched pigeons can be anywhere from -10 (0 - 10) to 10 (0 + 10). Since the angle can vary at random from one launch to the next, this places an additional challenge on the player during skeet practice. The higher the angle variance, the bigger the challenge.