Non-Exploding Projectiles?
by Marcus L · in Torque Game Engine Advanced · 06/10/2009 (7:49 am) · 5 replies
Hello GGC.
1. I wonder if anyone knows how to or knows of an resource which tells you how to make non-exploding projectiles?(When i say exploding i mean that the person you shoot at flyes away when you hit him)
2. Can anyone tell me how to make projectiles faster?
1. I wonder if anyone knows how to or knows of an resource which tells you how to make non-exploding projectiles?(When i say exploding i mean that the person you shoot at flyes away when you hit him)
2. Can anyone tell me how to make projectiles faster?
#2
The "kickback" is controlled through areaImpulse. Set that to 0 if you don't want players to be impulsed by radius damage.
Change muzzleVelocity to affect the projectile's speed.
06/10/2009 (9:11 am)
Explosions are just effects, since all damage, kickback, etc is controlled from the projectile you'll have to make your changes to the projectile datablock. Each weapon script file has it's own unique projectile datablock in it somewhere.The "kickback" is controlled through areaImpulse. Set that to 0 if you don't want players to be impulsed by radius damage.
Change muzzleVelocity to affect the projectile's speed.
#3
06/12/2009 (6:11 am)
Thank you...
#4
Someone knows how to fix this?
06/12/2009 (6:22 am)
Wait.. there is still a problem. When i shot at a wall or the ground close to me, i get damaged.Someone knows how to fix this?
#5
directDamage - how much damage getting shot causes radiusDamage - max amount of damage an explosion can give you damageRadius - the radius size to calculate the impulse and radiusDamage areaImpulse - how much "kickback" an explosion will cause
If you don't want radius or exposive damage then set it to 0 as well as setting the damageRadius to 0.
See your projectile onCollision() callback to see how the different damage functions are called with those settings.
06/12/2009 (10:24 am)
These fields affect the damage settings in your projectile:If you don't want radius or exposive damage then set it to 0 as well as setting the damageRadius to 0.
See your projectile onCollision() callback to see how the different damage functions are called with those settings.
Associate Steve Acaster
[YorkshireRifles.com]
2. Alter projectile velocity.
3. All this info is in the weapon's script file.