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
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:
[list]
[*]Make the actor jumpto/enter a user-created state like "[color=#0040BF]Dodge[/color]" for example, since a projectile is incoming. Relying on Checking if targeted directly is insufficient.
[*]If somehow the [color=#804080]location/trajectory/velocity[/color] of the incoming projectile is ... locked/saved(?) you can tell an actor to jump to a "[color=#BF8040]CounterFire[/color]" state in which you can use a solid projectile to fire at the incoming projectile -- Achieving interception ([color=#804040]Phalanx CIWS[/color])[/list]
Think about it