Projectile detection field (circle/square)

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Re: Projectile detection field (circle/square)

by Rachael » Fri Feb 09, 2018 4:37 pm

My first advice is to ask in Scripting - feel free to link this thread for context. There's plenty of people who are willing to help as long as you provide as much information as possible and be specific about what you need.

The issue with the development forums is it's for discussions relating directly to internal GZDoom code and some people subscribe these forums specifically for that purpose - so help topics should be done in the othermentioned forum, or it could annoy said users.

Re: Projectile detection field (circle/square)

by Collegia Titanica » Fri Feb 09, 2018 4:27 pm

Thank you for a straight forward answer. However, do you have any pointers as to how something like this would be accomplished ? What's the thought process and some useful functions ? I don't have any experience with programming.

Re: Projectile detection field (circle/square)

by Graf Zahl » Fri Feb 09, 2018 12:34 pm

You can do this yourself in ZScript.

Projectile detection field (circle/square)

by Collegia Titanica » Tue Feb 06, 2018 6:53 pm

I know it's an outlandish idea, but if something like this is accomplished, you can achieve 2 awesome effects which would allow deeper complexity to future mods.

If an actor can call upon a function that places some kind of radius which can detect projectiles, you can:
  • Make the actor jumpto/enter a user-created state like "Dodge" for example, since a projectile is incoming. Relying on Checking if targeted directly is insufficient.
  • If somehow the location/trajectory/velocity of the incoming projectile is ... locked/saved(?) you can tell an actor to jump to a "CounterFire" state in which you can use a solid projectile to fire at the incoming projectile -- Achieving interception (Phalanx CIWS)
Think about it

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