Author Topic: Specialized homing script  (Read 1424 times)

not exactly what you want but you could do an emmiter in the shape of a crosshair that follows the player, just an idea

or change the shapename somehow to a crosshair, lol

damit, am i the only one who knows the old stuff?
there's been like 3-4 speedometers
and it's not the weird looking one by drendran, it was yellow text in the bottom of the screen
I remember this

or change the shapename somehow to a crosshair, lol

I have a feeling that you can set a shapename to a bitmap.

It's possible to get positions clientsided, its been done by Trigun (v20, too).

hell knows how he did it

hell knows how he did it
Very carefully. :V He also somehow has something to bypass the max projectile speed

Very carefully. :V He also somehow has something to bypass the max projectile speed
hes plenty old and he designs game engines so Im not really surprised at all (maybe he as a copy of the TGE)

Very carefully. :V He also somehow has something to bypass the max projectile speed
Didn't we figure out that this was done by bouncing the projectile once or twice?

Didn't we figure out that this was done by bouncing the projectile once or twice?
Nope.

I can't post an exact link (that might be ban-able), but if you check out the ScatteredSpace forums it is posted somewhere in there.

Didn't we figure out that this was done by bouncing the projectile once or twice?

If you overwrite the ::onFire method to manually create the projectile object yourself, you can set the initialVelocity to any value you please.

If you overwrite the ::onFire method to manually create the projectile object yourself, you can set the initialVelocity to any value you please.

You don't have to overwrite it, you just have to package it.

You don't have to overwrite it, you just have to package it.

The original method creates a projectile too, and firing two projectiles with different velocities won't exactly seem that nice.

The original method creates a projectile too, and firing two projectiles with different velocities won't exactly seem that nice.

Obviously. The method I'm talking about doesn't create any extra projectiles or overwrite anything.

Obviously. The method I'm talking about doesn't create any extra projectiles or overwrite anything.

Running your own code that creates a projectile in addition to invoking the parent code of ::onFire that also creates a projectile.

Running your own code that creates a projectile in addition to invoking the parent code of ::onFire that also creates a projectile.

We aren't talking about the same method. I meant to say packaging Projectile::onAdd, not ::onFire.
« Last Edit: April 21, 2012, 05:17:05 PM by Greek2me »