R.E.P.O.R.E.P.O.wiki
Illustrative community picture showing corn ammunition.
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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

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

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.