I'd like to request scripting commands to check if projectile is primed to explode\smoke. Most stats can be calculated through script by checking delta between Fired event and HitPart event, but fuseDistance is much harder to calculate properly. For fuseDistance the main purpose is to check if projectile is going to explode in HitPart event handler or its just a dud collision (both fire same kind of isDirect=true HitPart event).
fuseDistance check command syntax and name suggestion:
BOOL = isShotPrimed ENTITY
BOOL = isPrimed ENTITY
BOOL = isPrimedByDistance ENTITY
BOOL = shotWentFuseDistance ENTITY
NUMBER = distanceTraveled ENTITY
NUMBER = getShotDistanceTraveled ENTITY
explosionTime check command syntax and name suggestion:
NUMBER = getShotExplosionTimer ENTITY
NUMBER = getShotExplosionTime ENTITY
NUMBER = getExplosionTime ENTITY
NUMBER = explosionTime ENTITY
timeToLive check command syntax and name suggestion:
NUMBER = getShotTimeToLive ENTITY
NUMBER = getTimeToLive ENTITY
NUMBER = timeToLive ENTITY