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Scoring with Projectiles

  • TAPgiles

    The easiest way would be to have one bullet for player 1, one bullet for player 2. Player 1 emits bullet 1, Player 2 emits bullet 2. Bullet 1 scores for player 1, bullet 2 scores for player 2.

  • cgCody

    I'd recommend going the tried and true method and use a raycast for your hit detection. You place a laser scope on the weapon (or puppet), then pulse it on trigger pull. If there's a hit, add a point. The projectile is just cosmetic. This will be overall more reliable for a variety of reasons, which is why most games use it. :)

  • TAPgiles

    True. It may be frustrating if your "bullet" hits when your scope doesn't or visa versa, so watch out for that. In that case the bullet should probably move very fast.

  • cgCody

    Indeed. There are other gotchas as well if you want to simulate things like bullet travel time, and bullet drop. So in those cases, the raycast method may mean more logic/math work.

    Of course in that case, if you get stuck on the logic, you have smarties like TAP here to help work it out. :)

  • TAPgiles

    ;D

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