True Orbit

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Lifetime Modification Spells
Null Shot
Null Shot
Increases a projectile's duration dramatically but removes all damage and explosion from it
Null Shot
Chain Spell
Chain Spell
Causes a projectile to cast a copy of itself upon expiring, up to 5 times
Chain Spell
Increase Lifetime
Increase Lifetime
Increases the lifetime of a spell
Increase Lifetime
Nolla
Nolla
The duration of a projectile is set to zero
Nolla
Reduce Lifetime
Reduce Lifetime
Reduces the lifetime of a spell
Reduce Lifetime
True Orbit
True Orbit
Makes a projectile rotate around the caster like an orbiting planet
True Orbit
Orbiting Arc
Orbiting Arc
A projectile orbits the point of its origin
Orbiting Arc
Phasing Arc
Phasing Arc
A projectile flies much slower but teleports short distances over its flight
Phasing Arc
Ping-Pong Path
Ping-Pong Path
Makes a projectile fly back and forth
Ping-Pong Path
Spiral Arc
Spiral Arc
A projectile flies in a spiralling pattern
Spiral Arc
Spell modifiers that adjust projectile lifetime.

True Orbit is a projectile modifier spell that forces affected projectiles to rotate around you in a fixed orbit. The size of the orbit is determined by the projectile's speed, with higher speeds giving larger orbits. The modifier also both reduces cast delay and increases projectile lifetime significantly. Orbiting projectiles lose the ability to collide with terrain, and will no longer die from low velocity.

Orbital Radius

The distance from you a projectile orbits is determined by the projectile's speed at the end of the first frame of its' life, and cannot subsequently be altered.

  • Acceleration during the first frame will change the size of the orbit. Spells like Projectile Repulsion Field or Black Hole can be used to provide this acceleration, boosting projectiles to very large orbits.
  • Spells with no initial speed will default to the minimum radius (16). This includes Static Projectile spells, as well as spells modified to have zero initial speed.

Once orbiting, projectile velocity is constant and determined by orbital radius - every projectile takes the same time to complete an orbit.

Effect with Phasing Arc

Phasing Arc is another modifier that uses a script to change projectile position, and has an interesting interaction with True Orbit. Projectiles orbit as usual, but every 12th frame their position may also be shifted forwards. This results in star shaped patterns, with the number of points being a function of the total number of stacks of True Orbit and Phasing Arc.

Tips

Effect with rigid body projectiles

  • Makes projectiles with rigid body physics like Rock, Bomb, and Propane Tank act strangely, floating steadily in one direction when you are close and changing direction when you are not.
    • Propane Tank is particularly deadly, as it will generate an explosion at your location instead of the tank's location. So will other explosives when detonated by certain means, such as Explosive Detonator or modifiers adding alternative component lifetimes.
    • Some effects of extra entities attached by modifiers, such as Damage Fields, Light effects, material conversion fields, and sometimes orbiting projectiles, will be positioned close to you, along a line between you and the current position of the rigid body. The same effect happens with Tentacles, where modifiers are positioned along a line toward the tip of the tentacle. Other effects remain on the rigid body, such the snow trail of Freeze Charge and particle effects of Damage Plus. Examples include:
      • Freeze Charge, True Orbit, Summon Rock: maintains a freeze field near you until the rock is unloaded or destroyed. The snow trail is still attached to the physical rock.
      • Long-Distance Cast, Ground to Sand, True Orbit, Summon Rock, fired into terrain: maintains a Ground to Sand field near you until the rock is unloaded or destroyed. Alternatively, a Spark Bolt With Trigger can be fired at a ceiling instead of using a Long-Distance Cast. These methods of deployment avoid the rock being instantly destroyed before or as the conversion field moves near your location.
      • Explosive Boxes do not unload as easily as rocks, allowing these effects to persist longer, and to use the interaction between Fly Upwards and Tentacle With Timer to impart a higher starting speed in and position damage fields etc. farther from you. Restarting the game breaks the True Orbit on deployed boxes (as with other projectiles). Certain methods of deployment such as the Spark Bolt With Trigger into a ceiling do not work, instead exploding the box. Worm enemies, especially Suomuhauki, when nearby the damage fields etc., can cause them to explode as if the box were there, deactivating the real box and removing the associated damage field; rarely, they can also cause the damage fields to start rotating around you like might normally be expected for True Orbit.
        • Destroying the boxes via friendly fire slice damage from Summon Arrow at a distance can cause the physics body to explode and the invisible projectile to start rotating around you like a normal projectile with True Orbit. If the invisible projectile is killed it will still explode. Reloading will regenerate the physics body but break True Orbit. Attempting the same via other means, such as with other types of damage or digging, can cause the invisible projectile, and sometimes other invisible projectiles orbiting you, to explode along with the physics body. (Without True Orbit, these left-behind projectiles will be stationary.)

Technical Info

Adds a script to extra_entities that runs every frame. This sets the projectile's position & velocity, and also sets the ProjectileComponent flags collide_with_world and die_on_low_velocity to 0.

The minimum orbit radius is 16.

Gallery

True Orbit makes spells such as these Spark Bolts rotate around the caster.

History