User talk:Wormbo/NetworkProjectileSpawner

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Hmm, is there a possibility to code an option that allows the ProjectileSpawner to work as an artillery?


If that option is enabled, the projectile should be initially affected by gravity and then there are two possibilites:

Either you leave the Velocity at it's fixed value and adjust the Rotation so that the ProjectileSpawner aims at the current TargetActor including the chance to miss it a bit (I guess there are physically two possibilities for the Rotation in order to have the Projectile land at the place while keeping the same velocity: either a very flat trajectory or a very steep one).

Or you keep the Rotation and adjust the Velocity, though that will probably cause problems with absurd Rotation towards the Target, so the first solution might be the better one. I know that you did the UT3-SPMA, that's why I am asking this. ;)


I don't know if you wanted to include it also in this already published ProjectileSpawner, but at least for the version in the tool set could it be a nice additional option, since it's not released yet. —Crusha 15:02, 7 August 2010 (UTC)

Gosh, I ported the UT3 SPMA aiming to UT2004 and just the part where it calculates the fire direction from the targeted impact location is very complex. I suppose I could try integrating it as an option for falling projectiles, but I'm not sure if this will work as expected. But while I'm at it, I might also add submunition support to it so you can really have an SPMA-style artillery or a flak shell with chunks. —Wormbo 19:23, 7 August 2010 (UTC)