Game Development Community

Making a lazer designater.

by Joseph Jonathan · in Torque Game Engine · 10/31/2006 (8:19 am) · 4 replies

Hey all I am making a special forces game, and i am trying to create a weapon that will be like a lazer designater.

I scriptes it like any other weapon exept that i put arming delay way up. (I made sure my fade away value was higher)

when i launch my "Projectile" It latches on to the wall i aim at but it never exploads. does anyone know how i fix this or a better way to make a lazer designater?

Thanks,
Joseph

#1
10/31/2006 (8:32 am)
Can you post some code so we can see what you are doing? Maybe a screen shot or two would help solve the problem.
#2
10/31/2006 (9:25 am)
Here is the code for the projectiles

Quote:
datablock ProjectileData(lazerProjectile)
{
projectileShapeName = "~/data/shapes/lazer/projectile.dts";
directDamage = 100;
radiusDamage = 75;
damageRadius = 15.0;
explosion = CrossbowExplosion;
particleEmitter = nadeBoltEmitter;

muzzleVelocity = 5;
velInheritFactor = 500;

armingDelay = 2000;
lifetime = 50000;
fadeDelay = 50000;
bounceElasticity = 0.0;
bounceFriction = 0.0;
isBallistic = false;
gravityMod = 0.0;

hasLight = true;
lightRadius = 4.0;
lightColor = "0.5 0.5 0";
};

what happens, is that it attaches to the wall and after a long time it just fades.

I will try to get some screens.

Thanks,
Joseph
#3
10/31/2006 (2:15 pm)
I'm amazed the projectile doesn't explode. All projectiles start out that way. How have you stoppd it from exploding and just attaching?
#4
11/01/2006 (7:39 am)
I put the armming delay up. but i am wanting it to expload just after the amount of time. On my grenades it works but not with this.