Harry
Member
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Attack system
Hello. I reorganise attack system in my game and I have some questions which are connected with this. I make some changes that weapons add damage to character when they have collision with one of the character bones (like in Swing Collision Detection tutorial). But some of my weapons are too short and probability to add damage is very small. What's more I want to add damage after event was occured (so I use eventAfter method). What can I do with this weapons? Could you tell me how you made it in Esenthel RPG 2 (daggers add damage properly all the time but they are one of short weapons)?
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03-07-2010 03:41 PM |
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Esenthel
Administrator
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RE: Attack system
I use triangle (weapon swing path) -> capsule (character controller) intersection
just make sure that you're triangle is big enough (set its vertexes at right length)
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03-07-2010 03:52 PM |
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Harry
Member
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RE: Attack system
How can I get character capsule?
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03-07-2010 05:03 PM |
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Esenthel
Administrator
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RE: Attack system
ctrl.actor.shape(false)
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03-07-2010 06:25 PM |
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Harry
Member
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RE: Attack system
Is in engine any function which check collision between triangle and shape?
cuts=Cuts((Shape)triangle[0].plane(),ai.ctrl.actor.shape(false)
I have this line now but it doesn't work.
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03-07-2010 09:37 PM |
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Esenthel
Administrator
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RE: Attack system
check triangle with capsule
controller always returns capsule shape
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03-07-2010 10:44 PM |
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Harry
Member
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RE: Attack system
cuts=Cuts(triangle[0],ai.ctrl.actor.shape(false));
In this situation I got error:
error C2665: 'EE::Cuts' : none of the 46 overloads could convert all the argument types
(This post was last modified: 03-07-2010 11:00 PM by Harry.)
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03-07-2010 10:59 PM |
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