Boomerang Questions

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Smoke39

whatever
Jun 2, 2001
1,793
0
0
I'm making a boomerang for the WoD mod (a modified RazorBlade), and I want it to go through walls when it returns to you. I put if ( bReturning ) around everything in the HitWall function, so it doesn't bounce when its returning, but now it'll just sit, trying to move forward when it hits a wall. How would I get it to just go through? Also, would increasing the LifeSpan variable make it last longer before disappearing (I already got rid of the 5 bounce maximum)? I'm pretty sure it would, but I though I'd check.

Also, while I'm asking about my boomerang, would you prefer a wooden, Austrailian-like boomerang, or just the RazorBlade (not Razor2) without the pink trail? How much damage? Should it have ghost trails to make it look pretty? As it is, it looks like a large RazorBlade, cuz I'm still testing the code, does 50 damage, has some good MomentumTransfer, no ghost trails, and can get headshots (bad if it's gonna be wooden).

BTW, Kangus, having:

SetRotation( rotator(Instigator.Location - Location) );
Velocity = Speed * vector(Rotation);

in Tick doesn't lag at all. ;)



Here's a pic of my wooden boomerang. It'll look significantly lighter in UT.
EDIT: BTW, it's only 30 polies! ;)
 
Last edited:
Jun 12, 2001
409
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www.planetunreal.com
When I tried to do something like this my rocket disappered when I got it to go through walls.

You can set collisions, something like setcollisions(true, true, true); for actors, world, something else... I dunno. Can't be bothered looking it up but I think there's some of it in CTFflag.
 

Postal

I apear to have lost my pin.
Nov 14, 1999
1,388
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WoD.BeyondUnreal.com
look in projectile, near the bottom theres something about fellout of world

I remember people messing with that to make rail slugs
 

mr.s-d

CHiMERiC Moderator
Aug 30, 2001
65
0
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UK
www.unrealscript.com
iirc chaosUT has some projectiles that shoot through walls, dunno if it's done by changing the collision properties or by cheating (e.g. when the projectile hits a wall, tracing ahead until the other side of the wall has been found & spawning a new projectile)
 

Smoke39

whatever
Jun 2, 2001
1,793
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Ah, I remember bCollideWorld. I did that for my "railgun (I should make a real one of those now...)." Can you set that at any time, or does it have to be a defaultproperty?
 

Smoke39

whatever
Jun 2, 2001
1,793
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The boomerang pretty much works now, except it can't bring items to you, but I have an idea for that. The only real problem is it sometimes gets stuck and you have to toss it, probably because of the funky way I have it handle ammo. Anyway, I found a program that lets you export models (as well as many other things) from packages, so my boomerang, and any other weapons I make, can now have hands (assuming I can figure out how their skins are supposed to work)! It's really a shame school starts so soon...
 

Smoke39

whatever
Jun 2, 2001
1,793
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0
No idea! Answer me this and you win a prize! Da spawn in the follow thingy (taken from the boomerang projectile) hangs da game. That's bad. Why might it be doing that?

ForEach VisibleActors ( Class'Inventory', HitItem, 75, Location )
{
if ( !HitItem.bHidden )
{
HitItem.SetRespawn();
CaughtItem = Spawn( HitItem.Class,,, HitItem.Location, HitItem.Rotation );
CaughtItem.SetBase(Self);
CaughtItem.RespawnTime = 0;
bReturning = True;
}
}
 

Smoke39

whatever
Jun 2, 2001
1,793
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Well, it wouldn't compile with just HitItem, so Kangus suggested HitItem.Class.
 

Smoke39

whatever
Jun 2, 2001
1,793
0
0
I tried that once and it said something about casting Inventory and Class would always fail or something like that.
 

Smoke39

whatever
Jun 2, 2001
1,793
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Yes, you did, Raeled. :)
I don't entirely understand the SpawnCopy function, and I didn't see it in your code, Dragonfly (Maybe cuz I have an old version?). How'd you use it?