Just so you know, look at the kill message when you kill someone:Inflicter () victim - the radius of the projectile killed themInflicter victim - the victim was killed right from the projectile.It seems you're trying to reinvent the wheel?
That has nothing to do with it.
Then what is he talking about?
If he fires a rocket in the air after a rocket jump at a person standing on the ground, the rocket will do more damage. When he lands, the damage modifier is gone and rockets will then do normal damage again.
No; if he fires a rocket and it hits someone who is in the air they take more damage.
I don't think so. The way that I interpreted it is also how it works in Tf2. (And the weapon is also called the 'Direct Hit')...Unless I am smoking crack.
In TF2 the direct hit is a weapon that does more damage against flying enemies.
Hmm, I guess I don't know what I am talking about then. You're right, sorry about that :/
function directHitProjectile::damage(%this,%obj,%col,%a,%pos,%b){ Parent::damage(%this,%obj,%col,%a,%pos,%b); %class = %col.getClassName(); if(%class !$= "Player" && %class !$= "AIPlayer") return; %type = $TypeMasks::fxBrickAlwaysObjectType | $TypeMasks::PlayerObjectType | $TypeMasks::StaticObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::VehicleObjectType; %pos = %col.getPosition(); %ray = firstWord(containerRaycast(%pos,vectorAdd(%pos,"0 0 -3"),%type,%col)); if(!isObject(%ray)) { %pl = %obj.sourceObject; %pl.emote(winStarProjectile); serverPlay3D(rewardSound,%pl.getEyePoint()); %col.getDatablock().damage(%col,%obj,%pos,35,%this.directDamageType); }}
Code: [Select] %pl.emote(winStarProjectile);
%pl.emote(winStarProjectile);