The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall

Difference between revisions of "User talk:Wormbo/NetworkProjectileSpawner"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Maybe adding an option for artillery-like trajectory?)
 
m (Typo)
Line 1: Line 1:
Hmm, there is there a possibility to code an option that allows the ProjectileSpawner to work as an artillery?
+
Hmm, is there a possibility to code an option that allows the ProjectileSpawner to work as an artillery?
  
  

Revision as of 09:06, 7 August 2010

Hmm, is there a possibility to code an option that allows the ProjectileSpawner to work as an artillery?


If that option is enabled, the projectile should be initially affected by gravity and then there are two possibilites:

Either you leave the Velocity at it's fixed value and adjust the Rotation so that the ProjectileSpawner aims at the current TargetActor including the chance to miss it a bit (I guess there are physically two possibilities for the Rotation in order to have the Projectile land at the place while keeping the same velocity: either a very flat trajectory or a very steep one).

Or you keep the Rotation and adjust the Velocity, though that will probably cause problems with absurd Rotation towards the Target, so the first solution might be the better one. I know that you did the UT3-SPMA, that's why I am asking this. ;)


I don't know if you wanted to include it also in this already published ProjectileSpawner, but at least for the version in the tool set could it be a nice additional option, since it's not released yet. —Crusha 15:02, 7 August 2010 (UTC)