BOOK: Weapon component _hitPoints don't stick
by Brandon · in Torque X 2D · 01/21/2009 (7:12 pm) · 1 replies
I guess because this is used in an event, the proper data is not being passed to allow for different hit points. No matter what it is the default..
Anyone done a work around to this?
Anyone done a work around to this?
Torque Owner Brandon
cod3r on irc
Nevermind..
All I had to do was add the weapon component to the enemy projectile template and set the hit points in that. Then in the ApplyDamage function/event in the weapon component I just do this:
WeaponComponent weapon = ourObject.Components.FindComponent<WeaponComponent>(); if (enemyDamage != null) { enemyDamage.ReduceHealth(weapon._hitPoints, theirObject); }