#Super simple guided missiles :
1 messages · Page 1 of 1 (latest)
I tried with the missile move comp but this is without it and just setvelocity
Yeah I did it with missile move component like over a year ago but it was a chore to work with
Yeah its a bit weird, after I apply the rotation I need to negate the forward to make it actually go forward 
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
The move comps have nothing we could use
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,
}
darn it's external
cant override Launch
devs getting in the way again
if I could override ProjectileMoveComponent.Launch I could move it my own way but retain most of projectile functionality :/
although... I guess I could zero everything inside EOnFrame when simulation activates and then activate my own movement
I mean you can launch it with zero direction and just set velocity