Author Topic: Missile Projectile  (Read 1689 times)

Bullets are raycasts that move at a certain speed every step - effectively, a line. The model has no effect on this - a size 8714 Tank Shell will still miss a person when fired next to them, even if the model appears to hit.

LOSCollision meshes are placed on other models to change the raycast collision on them - you might not want a raycast to hit a "hole" in a structure (e.g. the Castle Wall bricks) so you design the LOSCollision mesh around it and then raycasts will go through it.

If your missile is actually going through bricks and terrain etc., then there is something wrong.

If your missile is actually going through bricks and terrain etc., then there is something wrong.

Yeah essentially the missile is too long, and the missile shaft passes through objects before the origin point in the missile tail eventually gets to the object and causes the explosion (I put the origin point in the model back there for lighting/particles/etc). That's why I was wondering if it were possible to get a collision check more up front or something, as a bonus maybe giving the missile the ability of being shot down.

Edit: Actually I could manage placing the origin node (or Root joint or whatever) at the front with the particles and all, since I can work some particle magic to get the desired effects from there. It would would still be an interesting concept to be able to shoot down missiles and such, I figure making a weapon specifically for that which fires bots with their own LOSCol meshes to catch any incoming projectiles would be more ideal, or make the missile itself a bot.

Edit2: Almost done, just have to tweak the explosion a bit






The red stripes and the front glow in the dark. The tail end too actually.
« Last Edit: April 14, 2009, 11:12:08 AM by Muffinmix »

Muffin it looks like pure awesome.