Dr.Spangle
08-16-2004, 07:18 PM
I'm looking for a way to remove the bounce on an EnergyProjectileData projectile, possibly through the use of some unused "bounce" function for the projectile. It's onCollision function isn't called until it dies (from impacting an object), so that can't be used. If there's an "onBounce" or something, though, I could then tell it to find out what the object is. If it's a metal surface, continue normally a certain % of the time based on the size of the bullet; if it's rock, a lower %; if it's anything else, kill it off. That way I can still maintain some bouncing in logical situations, but not as much as I do now.
If there's a way to kill it altogether, I'd be happy just the same.
For reference, the bullets being used have drop (and need drop), and their ArmingDelayMS is set to 250. They also travel at EXTREMELY high speeds. For bullets traveling at near, or super-sonic speeds... it's a long time for it to bounce around.
Can anybody help me out with this dilemma? Has anybody done this type of thing before?
:banging:
If there's a way to kill it altogether, I'd be happy just the same.
For reference, the bullets being used have drop (and need drop), and their ArmingDelayMS is set to 250. They also travel at EXTREMELY high speeds. For bullets traveling at near, or super-sonic speeds... it's a long time for it to bounce around.
Can anybody help me out with this dilemma? Has anybody done this type of thing before?
:banging: