VelIntercept

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Topic review
   

Expand view Topic review: VelIntercept

Re: VelIntercept

by Major Cooke » Sun Nov 11, 2018 6:35 am

Nash wrote:This was already added so whoever reported it probably meant this thread to be closed.
This, precisely. But I'll bear that in mind next time, thanks weasel.

Re: VelIntercept

by Nash » Sun Nov 11, 2018 4:37 am

This was already added so whoever reported it probably meant this thread to be closed.

Re: VelIntercept

by wildweasel » Sun Nov 11, 2018 1:17 am

Since this was Reported, I'd like to leave a friendly reminder that Reported posts go to the moderators, not the developers - the devs don't read them, and non-Admin moderators can't move threads to the Closed areas. If you need to mark a submission or feature thread that has been added but not closed, it's OK to bump it.

VelIntercept

by Major Cooke » Mon Sep 24, 2018 10:08 am

Pull Request

This is basically the Thing_ProjectileIntercept code export for a specified actor.

Code: Select all

Class Rawket : Rocket replaces Rocket
{
	override void PostBeginPlay()
	{
		Super.PostBeginPlay();
		if (target && !target.player)
		{
			tracer = target.target;
			if (tracer)
				VelIntercept(tracer);
			Vel3DFromAngle(speed, angle, pitch); // Just to show aimpitch is actually working as intended.
		}
	}
}
Summon a cyberdemon and run around. The rockets will change their aim in an attempt to intercept you.

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