So is it possible to make i.e. a very slow moving ShockBall and it's damageradius is somewhat 256 UnrealUnits? And the damage would be 150 or something like that...
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A projectile question (including damage-question)...
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this what you need to do
Code:class MyShockBall extends ShockProjectile; defaultproperties { Speed=500 //this was originally 1150 MaxSpeed=500 //this was originally 1150=45 Damage = 159 //default 45 DamageRadius=256 //default 150 ComboDamage=200 // self explanatary ComboRadius=275 //sefl explanataory LifeSpan=10.0 //may want to increase?? }
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To make damage in the air, you can set the lifetime of the projectile to whatever you want (if it's for example 2 seconds, depending on the projectile speed, it may die after a certain distance). The projectile class will call the deconstruction code when the projectile dies, you may override that function to spawn an explosion effect, play a sound and then call hurtradius(), or you can just call the blowup() function which does all of the above. Or it might even call those functions automatically after it's lifetime has elapsed.
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You'd probably have to put in
Code:simulated function PostBeginPlay() { Super.PostBeginPlay(); GotoState('HurtingOnTheWay'); } state HurtingOnTheWay { simulated function Timer() { if ( Role == ROLE_Authority ) HurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, HitLocation ); } BeginState: SetTimer(IntervalOfTheHurt,true); }
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