ProjectH

This topic contains 5 replies, has 2 voices, and was last updated by  themars2011 1 month, 4 weeks ago.

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  • #5477

    Omzy
    Participant

    Hi guys, just starting a little showcase here for my unnamed project (ProjectH for now). I’ll update this thread as I progress.

    For starters, a flamethrower made by igniting aerosol insecticide.
    https://i.gyazo.com/161cdab1a62591c3abf58a1787a67332.mp4

    null

    • This topic was modified 2 months ago by  Omzy.
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    #5483

    themars2011
    Keymaster

    Looks awesome! How did you implement the flame damage? Wondering what’s the best way to do it gameplay/visual wise…

    By the way, I think it would look better if its simulation space was world space and it had inherit velocity enabled!

    #5494

    Omzy
    Participant

    Flame damage uses my Status Effect system. Impact damage + over time damage from applying the temporary status effect.

    #5495

    themars2011
    Keymaster

    More on the technical side, does it use a raycast, overlapbox or even a collider?

    #5535

    Omzy
    Participant

    It currently uses invisible physical bullets which I may simplify to a raycast in the future (haven’t yet expanded the raycast functionality as I have for physical bullets).

    #5536

    themars2011
    Keymaster

    Oh but isn’t that a little too small for fire?

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