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Projectile: Timed & Bounce

by Rex · in Torque Game Engine · 12/26/2003 (3:58 pm) · 3 replies

I'm curious if it's possible to add a time delay to a projectiles' explosion to simulate a timed fuse perhaps and not trigger on mere Impact, and somehow to get a little 'bounce' out of the object once hitting another, or would a timed delay actually allow the bouncefriction/bounce elasticity? kick in??? I've got a thrown projectile weapon instead of throwable item since that's what my meager skills could derive...:/, a weapon that 'throws' projectiles, of course I've not gotten a player animation together to simulate a Fire yet, I'm just trying things out...THX

About the author

Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.


#1
12/26/2003 (4:22 pm)
There is an armingDelay option in the datablock. If you set this the projectile will not explode on contact until after that time limit has passed.
#2
12/27/2003 (8:43 am)
...ah, thanks LabRat...now,that's in Seconds, or Mseconds? I've nocticed that extension on some time fields...

PS-just went back and edited armingDelay = 5; and this did not cause a delay...the projectile still exploded on impact, hmmm...I recompiled the script with a new engine...

I also took bounceElasticity to 0.50.

Do I need to move the lines further up in the steps...?


Survey Says,"No", with a bit of fiddling, I determined it's in milliseconds and not to extend the field name...D'oh. at 5000, it gave me a nice 5 second delay...Thanks.
#3
05/23/2004 (4:51 pm)
Thats in milliseconds btw.