On one of the forums, there was a question about exploding rockets and radial damage. I'm not sure if I answered the person's question, but I did create some example code on how I approach this. It is available on github....
https://github.com/TitanTomorrow/UE4ExplodingRocket Brief break down: MyPawn: inherits from APawn (not ACharacter) and uses UFloatingPawnMovement (for no particular reason). The Mesh was modified to include a socket for spawning the rocket. MyRocketActor: uses UProjectileMovementComponent which makes things easy. It has it's lifetime set to 0.5 seconds. Either it hits something or explodes after 0.5 seconds. Overrides NotifyHit to detect hit and calls UGameplayStatics::ApplyRadialDamage to cause damage. MyTargetActor: an actor that takes damage from the rocket overriding TakeDamage MyExplosionActor: just a "pretty" explosion.
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One of the things we want players to be able to do is look up into the night sky and see other planets and wonder.
This is a big lava planet with a total of surface hexagon count of almost 22 thousand hexagons. It would be one the biggest planets encountered.
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One Liner...Strange Orbitz is a voxel, multiplayer, building rpg set in a space environment. Archives
June 2017
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