Author Topic: Arrow Remain on player  (Read 700 times)

I'm trying to make somekind of bow,

Is it possible to "leave" an arrow on the player when you hit him?

Like. OnProjectile:Damage = Mountimage?

Something like that?
« Last Edit: April 27, 2010, 02:11:28 PM by Khain »

Mounted images can only go in specific slots on the player and will bug up everything else like armour, hats or backpack items. (rotondo's zombies)

(Rages about limitations)

AAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAA

Hehehe.

It would be possible, just not fluid. Space Guy is also correct, on top of it all, it would be buggy indeed.

Mounted images can only go in specific slots on the player and will bug up everything else like armour, hats or backpack items. (rotondo's zombies)
Loop through ~8-10 slots looking for an empty one, since multiple images can go on the same mountpoint. I've been doing that and it works fine, but don't forget to cancel if you find one of the same image (or swap to a second image and then cancel as the case may be)

I did something like this for another project I worked on. This is going to look like ass because you can't orient and offset the mounted arrow dynamically to match where it hit - it was only something I solved through a C++ solution.

It depends, are you trying to make it so when a person gets killed by the arrow the arrow gets stuck in them similar to TF2? If so that is possible, you can just spawn a static shape of the arrow from where it collided with the player.

If you want an arrow stuck on a player who is not idle, then as mentioned by Ephialtes and others it's not possible to choose the exact position where the arrow should mount. But, you could use the method I mentioned above to make a static shape "follow" a player for a few seconds (following a player forever is not going to happen without it being failed here and at RTB), even then majority of the userbase's computers will not be able to handle it. When you think of how some people host full 32 player servers, this is not an option.

Majority of Torque sucks to work with unless you have the engine code, get used to it. :cookieMonster:

Loop through ~8-10 slots looking for an empty one, since multiple images can go on the same mountpoint. I've been doing that and it works fine, but don't forget to cancel if you find one of the same image (or swap to a second image and then cancel as the case may be)
I thought there were only four slots you could use...?

I thought there were only four slots you could use...?
I've not run out of slots at any point so far, I'm pretty sure I've used five once or twice but I'm not sure.
My solution is more to solve the issue of unmounting other images, though - I don't think you'd run out of slots anytime soon (or I'd hope you didn't, unless you're running round with a full set of backmounting weapons, a medkit and an arrow in your face)