Game Development Community

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
06/10/2009 (9:05 am)
1. You don't want them to fly away when hit? Then don't give the projectile an impulse value.
2. Alter projectile velocity.

3. All this info is in the weapon's script file.
#2
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
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
06/12/2009 (10:24 am)
These fields affect the damage settings in your projectile:

  • 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.