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Neverending rocketride

Posted: Thu Aug 17, 2017 7:41 pm
by Shock
First of all... Is this possible?
1.So... I need a script , when someone shoots bazooka at any player - he can fly infinitely, until he crash.
Please... Can you help bros?

Re: Neverending rocketride

Posted: Thu Aug 17, 2017 7:58 pm
by Gurt
You can't reset the timer for the rocket.

Re: Neverending rocketride

Posted: Thu Aug 17, 2017 8:44 pm
by JakSparro98
Gurt wrote:
Thu Aug 17, 2017 7:58 pm
You can't reset the timer for the rocket.
At least, not today...
Can I ask brutal question rather than create a new topic talking of the same script feature? The question was: is weapon/bullet handling planned for the next update? or some way to record them through triggers?

Re: Neverending rocketride

Posted: Fri Aug 18, 2017 7:28 am
by Motto73
Make a script shooting a new bazooka rocket to him so that he can fly forever.

Re: Neverending rocketride

Posted: Fri Aug 18, 2017 1:58 pm
by JakSparro98
Motto73 wrote:
Fri Aug 18, 2017 7:28 am
Make a script shooting a new bazooka rocket to him so that he can fly forever.
The problem is that every time the rocket need to be replaced the old one cannot be destroyed, another but insignificant is that when the rocket is replaced there is a velocity reset and seems it cannot be altered by script.

As I said in another thread we also need a boolean to check if the player is riding a bazooka, as simple as we haven't got it yet.

Re: Neverending rocketride

Posted: Sun Aug 20, 2017 12:21 pm
by Gurt
The whole projectile/bullet handling in SFD was developed long before the ScriptAPI even was planned. For a map-maker to be able to manipulate the projectiles, velocity, damage and other stuff we would need to rewrite the whole projectile system which we will not. With some effort it could be possible to remove projectiles and read their positions but it's a limited featureset.
I'm adding a IsRocketRiding property for the next update though.

Re: Neverending rocketride

Posted: Sun Aug 20, 2017 1:43 pm
by JakSparro98
Gurt wrote:
Sun Aug 20, 2017 12:21 pm
The whole projectile/bullet handling in SFD was developed long before the ScriptAPI even was planned. For a map-maker to be able to manipulate the projectiles, velocity, damage and other stuff we would need to rewrite the whole projectile system which we will not. With some effort it could be possible to remove projectiles and read their positions but it's a limited featureset.
I'm adding a IsRocketRiding property for the next update though.
The only thing that really matters for projectiles is the possibility to make AreaTriggers to recognize projectile presence and only read their main attributes (and of course the only method to remove it), I think (and hope) there will never be the need of a fully handling.

I'm glad to read that the IsRocketRiding property is coming.