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ryan constantine wrote:
> has anyone done this before? what i want to do is shoot a projectile in
> an animation simply by setting a variable like shoot=true or something
> like that. then, while it is true, i'd like a shot to be fired at
> either steady or random intervals until set to false. each shot should
> be its own entity. it should query the host object to know which
> direction to move and from where it should start. then it should know
> when it hits something and do something when it does. the projectile i
> have in mind is a laser blast. would the particle patch help me here?
> suggestions anyone?
I had been thinking of setting up my own missile defense animation and see
how hard it was!
I was about to give longer advice here , but I got confused by the concept
of a laser "querying its host object".
You can set up a system where you have eight variables defining your "flying
duck".
Position (3 variables xyz, affected by velocity)
Velocity (3 variables xyz, affected by gravity, willful acceleration)
DeadYet (0=alive; 1=dead)
TimeoDeath (Number of time frames SINCE I've been shot. )
#if(DeadYet>0.5)
#declare TimeoDeath=TimeoDeath+1;
#else
#if(vlength (Postion-Bulletposition)<ContactDistance) // ala Bob H
#declare DeadYet=1;
#end
#end
Then display duck, duck fragments, etc., based on above variables.
See:
http://www.geocities.com/pterandon/boids.html
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