| Blockland Forums > Modification Help |
| help needed on raycasts |
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| Space Guy:
To make a weapon use raycasting, you put the script file Support_RaycastingWeapons.cs in with your Add-On (can be found in various places e.g. TF2 Basic Guns, Tier+Tactical), exec() it then add several of these attributes to the ShapeBaseImageData weapon you want to use it: raycastWeaponRange - Required. The distance it fires for e.g. flashlight doesn't work at long distances. raycastWeaponTargets - What it collides with. Use this to make it go through players and only shine on walls: --- Code: --- raycastWeaponTargets = $TypeMasks::StaticObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::VehicleObjectType | $TypeMasks::FXBrickObjectType; --- End code --- raycastExplosionProjectile - A Projectile datablock. You cannot directly spawn "Explosion" objects for particles/lighting effects so if needed use a 10-20ms lifetime projectile. raycastDirectDamage - Unimportant for a flashlight. raycastDirectDamageType - Same. raycastSpreadAmt - This causes the ray to have a random spread. raycastSpreadCount - Number of rays to fire per shot. raycastTracerProjectile - Optionally fires a different projectile datablock down the path of each shot. This affects WeaponImage::onFire so if your gun uses a modified firing method (e.g. the Gun's "move hand up" animation) then you must call Parent::onFire(%this,%obj,%slot) or it won't work. You can also adjust your weapon's ::onHitObject or ::onRaycastDamage functions (arguments %this,%obj,%slot,%col,%pos,%normal,%shotVec) similarly to Badspot's Projectile::onCollision/onDamage functions to have different effects on hit. One thing is that the last flashlight made in this way (with a short-lived explosion with a light radius wherever you aimed it) kept flickering if there was any lag at all. |
| Dy mar:
there's got to be a way to create one light, almost like a projectile that never disappeared, and teleport it to the raycast. that would work. anyways, thanks Space Guy. |
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