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Multiple Projectiles for One Weapon?

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cucumberdude:


--- Quote from: FrogFreak on May 28, 2011, 11:01:11 AM ---Well, for two different raycast projectiles,  would anyone know how to set that up?

--- End quote ---
Raycasts and projectiles are different things.

If you want it to 'shoot' two raycasts that should be easy.

FrogFreak:

How about some sort of example code to define a certain raycast with an assigned name that is to be used in a certain function?

Notice here from the T+T2 pistol the lack of a name given to the raycast.

--- Code: --- raycastWeaponRange = 200; //varies
   raycastWeaponTargets =
                   $TypeMasks::PlayerObjectType |    //AI/Players
                   $TypeMasks::StaticObjectType |    //Static Shapes
                   $TypeMasks::TerrainObjectType |    //Terrain
                   $TypeMasks::VehicleObjectType |    //Terrain
                   $TypeMasks::FXBrickObjectType;    //Bricks
   raycastExplosionProjectile = GunProjectile;
   raycastExplosionBrickSound = bulletHitSound;
   raycastExplosionPlayerSound = bulletHitSound;
   raycastDirectDamage = 12; //10
   raycastDirectDamageType = $DamageType::L4Pistol;
   raycastSpreadAmt = 0.0006; //varies
   raycastSpreadCount = 1;
   raycastTracerProjectile = pistolTracerProjectile;
   raycastFromMuzzle = true;
--- End code ---

--- Code: ---function pistolImage::onFire(%this,%obj,%slot)
{
%obj.spawnExplosion(TTRecoilProjectile,"1 1 1");
if(%obj.getDamagePercent() >= 1.0)
return;

if(vectorLen(%obj.getVelocity()) > 0.1)
{
%this.raycastSpreadAmt = 0.0018;
%this.raycastWeaponRange = 85;
}
else
{
%this.raycastSpreadAmt = 0.0009;
%this.raycastWeaponRange = 200;
}

if(%obj.toolAmmo[%obj.currTool] > 0)
{
Parent::onFire(%this,%obj,%slot);
%obj.toolAmmo[%obj.currTool]--;
%obj.AmmoSpent[%obj.currTool]++;
commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>10x18mm <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["9MMrounds"] @ "", 1, 2, 3, 4);
}
else if(%this.item.maxAmmo == 0)
{
Parent::onFire(%this,%obj,%slot);
}


%obj.playThread(2, shiftAway);
}

--- End code ---


Zloff:

raycasting projectiles what

if you're talking about tracers,
--- Quote from: FrogFreak on May 29, 2011, 04:22:25 PM ---
--- Code: ---   raycastTracerProjectile = pistolTracerProjectile;
--- End code ---

--- End quote ---

but if you're talking about firing 2 totally different raycasts, I can't help you

FrogFreak:

Two different raycasts.

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