Creature that blindly moves in a given direction. It just moves into the given direction (with some possible twists, e.g. it can be a "homing" missile and/or be dragged down by gravity). On collision, it hits, potentially hurting the alive 3D object that was colliding (player or other creatures).
Die (destroying) animation of a missile. Optional. It can depict missile explosion. After showing this animation (or immediately when missile hits something, if this animation is not specified) the missile is removed from the level (unless RemoveDead = False).
property MoveSpeed: Single read FMoveSpeed write FMoveSpeed
default DefaultMoveSpeed;
The moving speed: how much Direction vector will be scaled when moving.
property DirectionFallSpeed: Single
read FDirectionFallSpeed write FDirectionFallSpeed
default DefaultDirectionFallSpeed;
How fast is the missile pulled down by gravity. Non-zero value causes missile direction to gradually point downward, this way missile flies downward eventually.
This is quite different (in different units and with slightly different effect) than T3D.FallSpeed, hence a different name and property. TMissileCreatureResource doesn't use T3D.Gravity and so ignores T3DResource.FallSpeed, T3DResource.GrowSpeed and other properties.
0 means to not fall down (missile is not affected by gravity).
Should the dead (destroyed) missiles be removed from level. Useful if you want to see arrows stuck into walls where they hit.
This is like TWalkAttackCreatureResource.RemoveDead and TStillCreatureResource.RemoveDead, except for missiles the default is True. Also, even if you switch this to False, it's ignored (works like True) if the missile hit a dynamic object (like another creature or player). It only works when a missile hit something else than a creature/player, which means that it probably hit a static level wall.