Poll

Would you use this?

Field artillery!  forget yeah!
6 (46.2%)
Yes.
0 (0%)
Maybe.
1 (7.7%)
No.
2 (15.4%)
I am Oscar the Grouch.
4 (30.8%)

Total Members Voted: 13

Author Topic: Event Request: Target-based projectile events.  (Read 5322 times)

I think we need more projectile-spawning events that rely on degrees and coordinates, using math in their processes.

The first type goes as follows:

OnActivate >> Self >> spawnProjectileByArc >> θrvh

  • θ defines the rotation in degrees along the vertical axis.
  • r defines the distance from point A to point B on a horizontal axis defined by θ.
  • v defines the velocity constant.  Not necessarily 0 - 200, but anywhere between 0 and 1.
    • Using 0 means that it shoots the projectile in the highest arc possible within the projectile's decay time.
    • Using 1 means that it shoots the projectile in the lowest arc to reach the destination in the least time.
  • h defines the height offset.  Can be positive or negative.

Other variations could include a checkbox to set 0 to obey the projectile decay times, and 1 to ignore it.

The next type is a coordinate-based aiming system.  It will automatically use the most efficient arc possible, and if possible, use raycasts beforehand to detect brick obstacles to choose the most efficient arc.

OnActivate >> Self >> spawnProjectileByCoordinate >> xyzda

  • x defines the coordinate in x.
  • y defines the coordinate in y.
  • z defines the coordinate in z.
  • d defines a boolean that chooses to obey or disobey the decay times.
  • a defines a boolean that chooses to set the projectile to automatically explode when it reaches the coordinate, like an airburst.

Also, maybe throw in a binoculars tool that works like the laser pointer that says coordinates, rotation, distance, and height offset, though it has no visible laser.  It should be toggleable to the player's face and view like ironsights through the binoculars.
« Last Edit: July 19, 2014, 12:37:16 AM by SWAT One »

I'd like this - currently, getting a projectile to hit anywhere is a game of trial and error.

you can already do this. make a projectile which has a large arc then fire the projectile from a brick in an upwards position.

And make the event compatible with VCE.

you can already do this. make a projectile which has a large arc then fire the projectile from a brick in an upwards position.
this is completely different from what he's asking

this is completely different from what he's asking
Hmm okay, I think I just got the wrong concept of what he was asking.

I'd like this - currently, getting a projectile to hit anywhere is a game of trial and error.
or by actually looking at the distances
if you're trying to hit a brick, if you count the X and Y offsets and put them in for the projectile's velocity, it should hit the brick

Also, I would like any of these events if possible to overwrite the gravity coefficients for the projectiles that are fired to extend ranges and such.

Also, I would like any of these events if possible to overwrite the gravity coefficients for the projectiles that are fired to extend ranges and such.

or include a field to input a custom coefficient of gravity

Also, I would like any of these events if possible to overwrite the gravity coefficients for the projectiles that are fired to extend ranges and such.
That's not exactly possible - they are defined in the datablock.

That's not exactly possible - they are defined in the datablock.
So is the initial muzzle velocity, but that can be technically overwritten.

So is the initial muzzle velocity, but that can be technically overwritten.
No - the velocity of the projectile is set when creating the projectile object. The gravity coefficient however is set in the datablock and cannot be changed for a single projectile.

No - the velocity of the projectile is set when creating the projectile object. The gravity coefficient however is set in the datablock and cannot be changed for a single projectile.
Is it possible to do something like write temporary datablocks, or a framework to store data that edits these and deletes temporary files once the projectile finishes its use or the event is deleted?

Or would this require the forbidden access to the cache?

you could just make the formula account for the gravity mod

But then you eventually reach a limit for how far the projectile will go.  If I want the projectile to go out, say, 1000 studs, I would naturally like things to adjust for that.  Is it possible to mak something at all that can adjust the datablocks or make some kind of cache that stores temporary datablocks?