Quote:
Originally Posted by Stefan
I've checked the shoot command because we want to possibly replace classic arrows with projectils on Classic iPhone. It seems we can already easily emulate them with the shoot command:
- if you want the projectile to pass walls: use speed=1, zero gravity
- if you want them to hit walls but move horizontally like classic arrows: use speed=0
You can also configure npcs to let them pass projectiles (but block players) with the npc.isblockingprojectiles = true/false variable, its best to set it on both client- and server-side (because it's not synced). There is was problem with inactive npcs ignoring it on server-side but it's fixed in the latest npcserver.
|
Something I don't like about default projectiles is that onActionProjectile in a player weapon seems to be inaccurate, the projectile only has to fly next to or infront of you rather than actually collide with your player.
It would be good if there was a way to assign a sensitivity to default projectiles.
When I was using default projectiles on Classic I was instead using onActionProjectile2(), with a subsequent box intersect adjusted according to the movement angle of the projectile.
This worked a lot better, but this is inefficient to be checking upon every projectile landing, and Clientside onActionProjectile2 wasn't consistent with Serverside onActionProjectile(temp.x, temp.y, etc);.
Ofcourse it's excessive to have fully scripted projectiles, but then when you have your block checking storing the collision object, that actually reduced subsequent script time.