Forged Alliance Forever Forged Alliance Forever Forums 2014-02-15T02:46:56+02:00 /feed.php?f=2&t=6633 2014-02-15T02:46:56+02:00 2014-02-15T02:46:56+02:00 /viewtopic.php?t=6633&p=65312#p65312 <![CDATA[Re: Solved: Spawning Child Projectile via passed Blueprints]]>
Have the following let to do:

-correct issues with unit damage.

-pull the muzzle velocity of the firing unit and apply it to the new projectile.

-add energy drain each time a project is reflected rather than a fixed Econ amount.
The idea being that having no power may mean not being able to deflect shots. Amount drained per shot could ether be a fixed amount or a % of the incoming damage. (Welcome feed back here)

Note: can't deflect beams yet but will look at this later.

Resin

Statistics: Posted by Resin_Smoker — 15 Feb 2014, 02:46


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2014-02-12T15:22:20+02:00 2014-02-12T15:22:20+02:00 /viewtopic.php?t=6633&p=65027#p65027 <![CDATA[Re: Solved: Spawning Child Projectile via passed Blueprints]]>
I 'll have to run this from the projectile side of things the ensure there is only one instance per projectile.

Resin

Statistics: Posted by Resin_Smoker — 12 Feb 2014, 15:22


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2014-02-12T14:17:31+02:00 2014-02-12T14:17:31+02:00 /viewtopic.php?t=6633&p=65024#p65024 <![CDATA[Re: Spawning Child Projectile via passed Blueprints]]>
Code:
local proj = other:CreateChildProjectile(projBp)

Statistics: Posted by Resin_Smoker — 12 Feb 2014, 14:17


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2014-02-12T15:06:22+02:00 2014-02-12T08:34:48+02:00 /viewtopic.php?t=6633&p=65000#p65000 <![CDATA[Solved: Spawning Child Projectile via passed Blueprints]]> http://pastebin.com/gp1a5jMb

The above script isn't working yet as I'm having problems passing the projectiles Blueprint location despite the fact it can be found via "GetBlueprint".

My issue is this...

Code:
local projBp = other:GetBlueprint().BlueprintId     
local proj = self:CreateChildProjectile(projBp)


Using...

Code:
WARN(repr(other:GetBlueprint().BlueprintId))


or

Code:
WARN(repr(other:GetBlueprint().Source))


It clearly shows the BP location as : /projectiles/adfdisruptor01/adfdisruptor01_proj.bp
However I'm at a loss as to why this Blueprint data cant be passed as is to create a child projectile.
I know its syntax related but I'm not sure what or why.

Anyone know how this Blueprint can be passed?

Oh in-case anyone hasn't figured it out....
I'm "reflecting" a projectile that hits a shield.
Normally this doesn't work very well with small shields due to the speed of the projectile and the short amount of time it has to register a collision. Hence I'm attempting to come up with a way to destroy the incoming projectile after spawning a clone that's got it's vectors reversed. I believe this should work, that is assuming the Blueprint can be passed from one projectile to another.

Cheers!

Resin

Statistics: Posted by Resin_Smoker — 12 Feb 2014, 08:34


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