Author Topic: Calling "Projectile Bounce"  (Read 2501 times)

You know what happens with the event "onProjectileHit -> Projectile -> Bounce [----I----] (1.000)"?

How would I call that event via script?

Non-scripter food for though. Fake a projectile hit?

I plan on doing so, I just don't know how to call the event.

I'm able to do basic triggers and such, but I've never had to decode an event before.

I need to use the default event. Copying it simply won't work for what I intend to use it for.

Ah, this is for your speed idea?

Try running a trace when you shoot a gun at a brick with the event.

the bounce event merely recreates the projectile.

Yes, but it recreates it faster than it was going before.

okay.

then it recreates the projectile

and then .setVelocity()

okay.

then it recreates the projectile

and then .setVelocity()
Nope.

Nope.
are you really being that nit-picky

I haven't played in ages, I can't remember exactly, but I think it may delete the projectile, then recreate it, then apply appropriate speed in the appropriate direction. AFAIK there's no way to redirect a projectile.

delete the projectile, then recreate it, then apply appropriate speed in the appropriate direction. AFAIK there's no way to redirect a projectile.
Correct.

And you can't set the velocity above 200, correct?

And you can't set the velocity above 200, correct?

Nope, but the default bounce command can make it go up to the real engine limit (Around 10,000 or something).

I figured I could use a "double bounce" command to make projectiles go at 800 m/s.

If I create a function of my own, it will be limited by the engine, thus I need to use the one that's already there.

You guys see where I'm going with this?

I've done several tests at 800 m/s, and I haven't seen any problems. It's at 3200 or so that it begins to pass through other objects.

Odd. Ever since I explained why I'm doing this, I stopped getting help. :c

So you plan on making a weapon that shoots a bullet a LOT faster than the default limit, without having to use raycasting? Because if that's the case, that would be VERY useful in a ton of weapons

Yes.

I'm currently doing several tests with projectiles at high speeds to see where I should set the new limit.

800 m/s seems to be working fairly well. I wouldn't want to go any higher than that.