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Projectile weapons7/27/2023 ![]() So what option is better or is there a better way to handle this. 1.4.2Biblical accounts 1.5Combat 1.6Construction 1.7Mechanics 1.8Ammunition 1.8.1'Whistling' bullets 2The sling in medieval period Toggle The sling in medieval period subsection 2.1Europe 2. When equipped these items provide experience in the Ranged skill. And on the option 2 the problem is I need to have multiple ProjectileGameObject to handle different damage and changing the value is hard. Ranged weapons are a set of combat items which are used to fire projectiles at enemies. My problem with option #1 is I need to get the projectile script to change the damage value every time I fire the weapon but the option is easier to have more weapon variation and it will be easier to change the value because I only need to change it in one place. WeaponGameObject still contains weapon script with scriptable object to handle weapon stats but the damage will be move to ProjectileGameObject ProjectileGameObject will have projectile script that handle physics and collision and applying the damage. For example, an arrow fired from a bow, a bullet, or even a rock from a slingshot are all projectiles. Any solid object that is thrown or fired out of something is a projectile. A projectile is something that is sent flying through the air, usually as a weapon. ![]() ![]() ![]() WeaponGameObject contains weapon script with scriptable object to handle weapon stats (damage, fireRate and etc) and spawning the projectile. Paths of three objects thrown at the same angle (70°) but at different speeds. I'm using a physics to move all my projectiles but I'm not sure what is the best way to handle damage. Projectile weapon means any bow, crossbow, pellet fund, slingshot or other weapon that is not a firearm which is capable of expelling a projectile that. Hi, so I'm trying to make a top down shooter game. ![]()
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