Soopakoopa Posted December 17, 2014 Share Posted December 17, 2014 Just something I've always wondered; I'm not really trying to implementit into any mods at the moment, but is it possible to make a custom tool pushback targets on hit? Link to comment Share on other sites More sharing options...
Mobbstar Posted December 17, 2014 Share Posted December 17, 2014 It should easily be possible, even without changing the stategraph. The only question is: do the character physics even allow that? For the case you don't know what I mean, try spawning something up in the air and watch is slowly descent. Or try to launch the player in the air. Link to comment Share on other sites More sharing options...
Mobbstar Posted December 17, 2014 Share Posted December 17, 2014 del pls Link to comment Share on other sites More sharing options...
Soopakoopa Posted December 18, 2014 Author Share Posted December 18, 2014 It should easily be possible, even without changing the stategraph. The only question is: do the character physics even allow that? For the case you don't know what I mean, try spawning something up in the air and watch is slowly descent. Or try to launch the player in the air. No, I'm not talking about launching entities vertically; I simply mean a weapon whichpushes a mob back away from the player for a certain predetermined horizontal distance.Is that possible, and if so, how would one go about doing it? Link to comment Share on other sites More sharing options...
chromiumboy Posted December 19, 2014 Share Posted December 19, 2014 The game's physics engine should be able to handle a velocity vector, so you could make something arc rather than fall straight down. I believe that's the method behind items bouncing when they hit the ground. Check the boomerang and other projectiles to see how they're handled fro more info. The reason Mobbstar suggested using the physics engine is that it could otherwise require fiddling with stategraph files to include a knockback event. And if you want the knockback weapon to work on more than one creature type, that's a lot of stategraph files. Another alternative would be to teleport the creature a very small distance away from the player every fraction of a second. It might look a little jittery though. Link to comment Share on other sites More sharing options...
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