
Weapons and ammunition · R.E.P.O. v0.4.0 · read from a local copy
The bullet and what it leaves behind
A bullet can carry a hurt collider and a flag for whether it has one.
A bullet in R.E.P.O. is an object with its own behaviour: it can carry a hurt collider with a timer, it plants a mark where it lands, that mark has a time before it is cleaned up, and it can trail extra particles of its own.
What the game establishes
- A bullet can carry a hurt collider and a flag for whether it has one. (checked against the game's own files)
- There is a timer on that hurt collider. (checked against the game's own files)
- It carries a hit object that it leaves where it lands. (checked against the game's own files)
- That hit object has a time before it is destroyed. (checked against the game's own files)
- It can carry extra particles, with a flag for whether it has them. (checked against the game's own files)
In play
A shot is not only a number taken off a creature. What leaves the gun is an object of its own, which is why firing can leave something in the level rather than only changing a value.
It can hurt what it reaches. A bullet carries a flag for whether it has a hurt collider at all, and the collider itself when it does, so not every projectile has to be able to injure something.
That ability is timed. There is a timer attached to the hurt collider, which is why a bullet can stop being dangerous without the bullet being removed.
It puts a mark where it lands. There is a hit object that the bullet carries, which is how a shot can be seen on a wall or a floor rather than only heard.
The mark goes away on its own. There is a time before that hit object is destroyed, so a level does not fill up with the results of every shot the crew has fired.
It can also be dressed. There is an extra particles object that a bullet can be given, so the same projectile can look different depending on what fired it or what it hits.
What this entry does not tell you: how much damage a bullet does, how long the hurt collider lasts, or how long a mark stays. We have not verified those numbers, so we do not print them.
Related
Weapons and ammunitionRunning a gun dryThe game fires a bullet object of its own rather than only playing an effect.
Weapons and ammunitionGuns and how they fireA gun is configured with its own firing numbers rather than one shared behaviour.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.