Can someone help me figure out how this was done? I am a pretty good script coder, and I'm sure I could figure it out. But, I was hoping for a shortcut and that this guy would have outlined how he did this in the video, but he didn't. I do not necessarily need a detailed write-up, but just a general idea of the type of mechanics/tricks used to make it happen. (Hint, I have created a working cannon which actually fires projectiles, and I am going to remake a very popular, very poorly forged map. I would like to utilize the type of custom grenade below as the projectile. more to come!)
Maybe something with " on object moved " -> timeout -> move effect to the object / (score ? to hide the ball). Long time I didn't played with scripts (since my Chess prototype - https://www.xboxreplay.net/player/le-zeny/clips/064e99cc-652f-47f1-ac0c-6ddef1a1148a?t=6).
The ball (yes thats a ball) has a boundary, when picked up it is anchored to the 4th dimension as i call it, meaning the player holding it will register exclusively. On exit, wait xxx. move (flame fx) Just make sure the boundary is .25 wide, 0 bottom, and at least 3.75 tall
okay, thanks. That makes sense, using the exit event of the boundary to determine when it is thrown. Clever! in my use case, being that it is going to be ejected from a canon, it will be something other than a player itself triggering. Even if the player is the one firing the canon. I want the bullet to independently decide when to explode based on when it lands, much like the normal frag. So, I think I will place an invis barrier just above the ground, that will trigger it to go off in a couple seconds. That way, it is arced higher it will still explode N seconds after crossing that barrier close to the ground. That is easy because the ball can be given a label and then objects with that label entering the zone triggers the event to go off. EDIT: THis turns out to be more difficult, if it is even possible. the enter/exit type boundary checks do not let you specify which objects, just any objects! One thing I"m still wondering... how did he get some of the items to appear around different parts of the area around the ball when they spawned in? if they were all set to "go to the ball object and spawn in " then they would all go to the same exact point, would they not?
I'm afraid I need a little more assistance on getting the Fx to travel to the ball at the right time... My fx are not moving while not spawned, and of course when explosion spawns it explodes. Not ideal.
Yeah, you have to spawn it before moving it, and due to the nature of some FX, they can't be used, like the explosion
that's unfortunate to hear, but thanks. I was able to use the explosion large as an effect on the canon itself when the ball is ejected. THAT IS PRETTY COOL!
These posts by @Agent Zero85 & @Yumudas Beegbut will be helpful for anyone trying to do the canon thing... It is a workaround for what I describe above as a challenge in getting a boundary to recognize the entry/exit of a particular labelled object. Many thanks! (I haven't had time to tackle it yet, but is sounds promising!) https://www.forgehub.com/threads/forge-bug-report.149452/page-18#post-1683669 https://www.forgehub.com/threads/forge-bug-report.149452/page-18#post-1683675