December 20th, 2006
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i dont want a goldfish
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Join Date: March 13th, 2005
Location: Upstate New York
Status: hazey
Posts: 3,259
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i would need to come up with a formula (and i am awful with math lmao..) to calculate the 'decay' of the new damage thru the new radius.. as the way i did damage decay in my explosives beta is extremely sloppy and horrible lol
also i dont see any reason to register the damage as the primary aspect is to add damage to those who wouldnt get damage.. and detecting who DID get damaged (im assuming i dont know all the args of the damage event) isnt really a priority to begin with...
i havent really put any thought into it at all.. but im not totally sure on the best way to detect the origin of the explosion.. might be able to use CurWeapon to catch the rocket being fired and then find the rocket entity and keep updating its origin till it no longer exists, and hope that the last origin it gave was the hit point..
could also use traceline to get the origin where the player is aiming since rockets are pretty consistent on going straight & being accurate.. but then that wouldnt always work as the rocket could clip a wall or sandbag and explode and not actually make it to the traceline hitpoint.. but that still creates the problem of determining when the actual thing blows up..
oh well i just got home from work and dont wanna bother with any of this stuff lol.. :-P so why dont you figure it all out and let me know when its done
lol
Quote: Originally Posted by ThePowerCosmic in regards to AvaMods
They are the type of people that are absolutely destroying the fabric of america and everything that goodness stands for.
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