Author Topic: Missile Projectile  (Read 1836 times)

I know we have a rocket and a gravity-affected rocket, but that's not exactly what I'm looking for.

Can someone please make a projectile with a slightly larger rocket and a long trail of smoke?
Realistic please, as in the smoke expands and disappears as the rocket flies away.

Why not an entirely diferent projectile? Maybe like a cross between torcreep and rocket?

Why not an entirely diferent projectile? Maybe like a cross between torcreep and rocket?
No, for specific reason I want it to be like a missile. Like you launch from an ICBM silo or something, of course it'd be too big if we make it life size, just a little smaller though.

One of the decent suggestion/requests in a while and no one answers.

Well Bushido's missle combined with vehicle events...?

Anyways, what about the RPG? doesnt that have a long smoke trail?

Well Bushido's missle combined with vehicle events...?

Anyways, what about the RPG? doesnt that have a long smoke trail?
I want a standalone projectile, if possible, not some crappy imbalanced weapon that everyone will be shooting each other with outside a minigame.

Ive been working on one for a while... I think i will start to finish it because of this thread.
It was originally called the PBICBM.

The reason why you see it called "untitled" is because i just re-imported it from sketch up.

Why not an entirely diferent projectile? Maybe like a cross between torcreep and rocket?
sombody should make a submarine with torcreeps

Pandan that actually looks not too bad. Just can you make sure it's not too huge and not too thin?

Also, are you planning to make it with a weapon or a stand-alone projectile?

Ive been working on one for a while... I think i will start to finish it because of this thread.
It was originally called the PBICBM.

The reason why you see it called "untitled" is because i just re-imported it from sketch up.

-snip-


I was wondering what had happened to that missile you were working on, it would have been great for me and Pawl's Missile Silo ;D

I got something going






I won't be satisfied until I can get atleast a spinning animation going on it though, I'll go ask around for help on that. Meanwhile do you want any kind of gravity modification on it at all?

Holy forget stuff. Nvm mind. Let him do it. ^

EDIT: if you need some help with the animation. You can call me. :3

Holy forget stuff. Nvm mind. Let him do it. ^

EDIT: if you need some help with the animation. You can call me. :3

I just need to figure out what to name the sequence. I tried "maintain" and "ambient", with capitalized and un-capitalized letters. No dice.

I'll try this the old fashion way.

Edit: Again, nothing. Seems "ambient" and "maintain" just won't work.
« Last Edit: April 14, 2009, 02:52:39 AM by Muffinmix »

Try "activate" and "maintain". I see both of those names in rocketprojectile.dts - maybe it only works if you have the "activate" one first.

Try "activate" and "maintain". I see both of those names in rocketprojectile.dts - maybe it only works if you have the "activate" one first.

Tried this with no luck at first. Then I decided to rename the joint I was using from "AnimJoint1" simply to "anim" and hey it works! Apparently joint/bone names are case sensitive or hate numbering something.

Do you think there's anyway to add some sort of Raycast collision functionality to this? I found out about meshes called Line Of Sight Collision meshes, in the guide it says: "These meshes are used for line of sight collision tests such as checking if a bullet will hit the model." I added both LOSCol and regular Collision meshes, just boxes, but as predicted nothing particularly amazing happens in-game.