R.E.P.O.R.E.P.O.wiki

Guide

What a shot leaves behind

What a bullet and a grenade actually do in R.E.P.O. after they leave your hands, so the marks on a level can be read for what they are.

Applies to

0.4.0, read from the copy of the game this site was built from (see the sources page)

Before you start

Steps

  1. Know that a bullet can carry a hurt collider, but need not.
    a bullet can carry a hurt collider and a flag for whether it has one
  2. Expect that collider to last only a moment.
    there is a timer on that hurt collider
  3. Look at what is left where a shot landed.
    a bullet carries a hit object that it leaves where it lands
  4. Know that the mark is cleaned up after a time.
    the hit object has a time before it is destroyed
  5. Expect some shots to carry extra particles.
    a bullet can carry extra particles, with a flag for whether it has them
  6. Read a grenade by its blink and its ticking rather than by its shape.
    the grenade blinks in a colour of its own and ticks for a set time with a tick sound
  7. Stand back from the splintering as well as the blast.
    splintering has its own sound and animation curve, and the grenade raises an event when it detonates
  8. Remember that a grenade can be spawned rather than thrown, and that it can show you its throw.
    it knows whether it was spawned rather than carried and it has a throw line of its own

Common mistakes

Related entries

Sources

A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.