I will spill the beans here... the first expansion for Backlash will be Projectiles and Fire
not sure yet (im focusing on finishing the current build :P) I imagine with mr whales we can work out something, I just think it would be fun to introduce them into competition play.
Is there a way to decide where the fire is shot out, and how to edit it?I was thinking making a longer flame, or a fire extinguisher shoot the.....stuff.
It would be funny if there was a cannon that fires random components :P
The problem with balancing cannons is you can't edit their damage or power. Lighter projectiles will always travel faster and therefore deal more damage, nothing you can do about it. So you only have airmaxinoutrate, mass, and HP to work with.
Quote from: Clickbeetle on October 13, 2010, 09:36:36 PMThe problem with balancing cannons is you can't edit their damage or power. Lighter projectiles will always travel faster and therefore deal more damage, nothing you can do about it. So you only have airmaxinoutrate, mass, and HP to work with.So the material = metal doesn't do anything here?
So aside from setting base = Cannon in the txt, what do I have to do the GMF to have it shoot a projectile?
The ball always fires in the same direction from the same point, so you need to rotate/move the cannon object to match. The easiest way is to adjust the TM_ROWs in the RBCollection (Serge has a good tutorial on those somewhere).Also,Quote from: 123savethewhales on October 29, 2010, 10:35:13 PMSo aside from setting base = Cannon in the txt, what do I have to do the GMF to have it shoot a projectile?The cannon object needs to be named "cannon" and the projectile object needs to be named "ball". You may also need collision mesh named "cannon_collision" and "ball_collision", but I'm not sure. And that's all you need.