#Super simple guided missiles :

1 messages · Page 1 of 1 (latest)

silent chasm
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Are you using the actual rocket movement component or is it your own entity?

ionic nova
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I tried with the missile move comp but this is without it and just setvelocity

silent chasm
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Yeah I did it with missile move component like over a year ago but it was a chore to work with

ionic nova
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Yeah its a bit weird, after I apply the rotation I need to negate the forward to make it actually go forward blobdoggoshruggoogly

silent chasm
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I wonder if we could create our own component inheriting base move component and just ignore it in Launch and switch on our own movement

ionic nova
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The move comps have nothing we could use

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There is a bunch of code for tracking in vanilla but I guess thats not ready yet

Launch(..., IEntity lockedTarget, ...)

enum FlightMode
{
//! direct path
FM_DIRECT,
//! attack from top
FM_TOPDOWN,
//! over flies target
FM_OVERFLY,
//! follow terrain
FM_CRUISE,
}

silent chasm
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darn it's external

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cant override Launch

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devs getting in the way again

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if I could override ProjectileMoveComponent.Launch I could move it my own way but retain most of projectile functionality :/

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although... I guess I could zero everything inside EOnFrame when simulation activates and then activate my own movement

ionic nova
silent chasm
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my whole idea is to be able to use rocket launchers and retain as much vanilla projectile behavior as possible, everything except movement

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although homing missiles probably need to be serverside