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
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
#2
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
10/31/2006 (9:25 am)
Here is the code for the projectilesQuote:
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.
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