long range attacks - projectile behaviour

A forum for discussing map making ideas and problems for the Myth series.
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Phex
Posts: 251
Joined: Tue Aug 24, 2004 6:26 pm

Post by Phex »

Hey,
I am working at a plugin right now with a few new long range attacks and stumbled across these problems:

1) How can I make a unit's attack behave like the ww2 rpg attack? (letting it shoot further above the target, so you have to ctrl-click to hit properly)
I tried to find it out myself by extracting the ww2 plug, but i didnt get it...

2) Is there any possibility to make a projectile always explode some world units above the head of a target?

Thank you for your help,
Phex.
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lank
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Joined: Tue Mar 02, 2004 1:46 am
Location: Sydney, NSW, Australia
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Post by lank »

1) try looking at the inertia of the projectile involved. inertia is a factor that acts a little like inverse-mass (i.e. a higher inertia in myth would be equivalent to a lower mass in real life, and vice versa).

2) probably not, unless you're very clever. you could do things with guided, invisible projectiles and constant-height object tags and such (and being so complicated it would have no kind of guarantee). as far as a general, easy-to-do way of making it happen is concerned, no. if you want to try a complicated method, ask me and i'll lay out the basic tags you'll need and the general settings to try. as i said, no guarantees, though. :P
*toot*
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Phex
Posts: 251
Joined: Tue Aug 24, 2004 6:26 pm

Post by Phex »

Thank you, 1) worked fine.
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