Hello,
I'm making an adrenaline Combo, called Megablast, and I encountered a few problems while making it.
Lemme list what it does: ..
- It has a Timer of 0.02 and lasts 2 secs in total
- It checks for Players who are not behind an obstacle using an Iterator.
- It checks if the player it found is a friendly or enemy Player
- Gets the location of you, as well as the found player, and calculates an angle to aim to
- Spawns a beam ( ShockBeamEffect ) towards the enemy player
- Gives Damage to the enemy player
- If no player is found OR a friendly player is found in that cycle, it will create a random firelocation and angle.
- If no player is found OR a friendly player is found it will fire the beam to the random location (without damage ).
So basicly it shoots every 0.02 a beam either to an enemy, or to a random location during 2 seconds, that explains the title "MegaBlast". It looks very cool, and the effect is short but effective.
Now the problems I've encountered
- Since I spawn a beam, and not a REAL shot, the target also dies if the shot was aimed wrong. This doesn't noticably happen, but's kinda sloppy anyway.
- The Iterator also detects players who are in Spawn Protection, this is quite logical that he finds them, but I don't want it, since players in spawn protection can't die ( doh )
- The Iterator also detects players who are dead, this could be logical I dunno, but I specified in the code that only when the found player has a health higher then 0 ( Targer.Health > 0 ) it shoudl fire at it ELSE choose a random location to shoot at. But it still shoots at dead body's :sulk:
- The random beams fire straight through anything, they simply wont stop until they reached the (random)target location. This is actually quite logical since it has absolutely no checks on it of that kind at all.
the 1st and the last problem can be solved by using REAL weapon fire ( I think ... ) , real weaponfire DOES have the geometry checks as far as I know, and it DOES do the damage itself, and not by a sideway.
BUT !!!.....
how can I call weaponfire from an adrenaline combo mutator ?!?!....
I tried the Spawn function .. but that only works on Actors ( like the Beam I'm using at the moment ), and REAL weapon fire is NOT is an Actor ...
please a little help on this one..I've been working 4 days on this thing ( actually my 1st unreal script I've started ) , and the last 2 days was trying to get some REAL ShockBeamFire :cry:
The other 2 problems ( problem 2 and 3 ) I didn't really pay attention to yet, so if U accidently know the answers to those, go ahead, but they have no priority..
thanks in advance
-Xcal
I'm making an adrenaline Combo, called Megablast, and I encountered a few problems while making it.
Lemme list what it does: ..
- It has a Timer of 0.02 and lasts 2 secs in total
- It checks for Players who are not behind an obstacle using an Iterator.
- It checks if the player it found is a friendly or enemy Player
- Gets the location of you, as well as the found player, and calculates an angle to aim to
- Spawns a beam ( ShockBeamEffect ) towards the enemy player
- Gives Damage to the enemy player
- If no player is found OR a friendly player is found in that cycle, it will create a random firelocation and angle.
- If no player is found OR a friendly player is found it will fire the beam to the random location (without damage ).
So basicly it shoots every 0.02 a beam either to an enemy, or to a random location during 2 seconds, that explains the title "MegaBlast". It looks very cool, and the effect is short but effective.
Now the problems I've encountered
- Since I spawn a beam, and not a REAL shot, the target also dies if the shot was aimed wrong. This doesn't noticably happen, but's kinda sloppy anyway.
- The Iterator also detects players who are in Spawn Protection, this is quite logical that he finds them, but I don't want it, since players in spawn protection can't die ( doh )
- The Iterator also detects players who are dead, this could be logical I dunno, but I specified in the code that only when the found player has a health higher then 0 ( Targer.Health > 0 ) it shoudl fire at it ELSE choose a random location to shoot at. But it still shoots at dead body's :sulk:
- The random beams fire straight through anything, they simply wont stop until they reached the (random)target location. This is actually quite logical since it has absolutely no checks on it of that kind at all.
the 1st and the last problem can be solved by using REAL weapon fire ( I think ... ) , real weaponfire DOES have the geometry checks as far as I know, and it DOES do the damage itself, and not by a sideway.
BUT !!!.....
how can I call weaponfire from an adrenaline combo mutator ?!?!....
I tried the Spawn function .. but that only works on Actors ( like the Beam I'm using at the moment ), and REAL weapon fire is NOT is an Actor ...
please a little help on this one..I've been working 4 days on this thing ( actually my 1st unreal script I've started ) , and the last 2 days was trying to get some REAL ShockBeamFire :cry:
The other 2 problems ( problem 2 and 3 ) I didn't really pay attention to yet, so if U accidently know the answers to those, go ahead, but they have no priority..
thanks in advance
-Xcal
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