Pseudo projectiles :3

items needed:
9 properties
5 triggers
1 player coordinate device
1 game overlay text (may use trigger but overlay is best for debugging it if any problems occur)
1 counter
1 game overlay button (may switch out firing methods if desired)
1 notification (optional but best for testing)

step one

lay out these 9 properties all player scoped and number based

step two

place down a player coordinate system and give it these settings (may name channel whatever you want I put mogus for fun)

step three

place your first trigger next to the coordinate device with a delay of 0.01 and make it recieve on the channel the coordinate device broadcasts on then make a block in the trigger and set it to this also make sure the trigger broadcasts on a second channel called “[your channel name] 2”

step four

place your game overlay/trigger and give it these blocks also make it activate on that channel I mentioned earlier (replace the subtraction sign with an addition sign)

step five

make a trigger loop with the far right one activate and trigger on a channel named “fire” with a delay of your choosing this will be how fast the projectile moves then wire it to a counter counting the number of repetitions resetting when hitting the chosen max repetitions and disabling the trigger closest to it when it resets the counter will also update the “radius” property that has a default of 1 (can be 0 if desired)
image


step six

this will be what determines how large your items hitbox will be targeting players will require different blocks for this of which I will include later
so make a trigger loop with a delay of 0.01 and make it start on the channel the coordinate device broadcasts on and give one trigger these blocks (bigger the number in the if block bigger the hitbox)


and you may use a notification to test it
and the optional game overlay will broadcast on “fire” when pressed
but can be switched to different firing mechanics
but for now map out your object’s locations using a game overlay and the og x and y properties and use that to compare for your distance formula

also side note this is not accurate enough like at all
I’ve been experimenting with desmos to try and fix this
I’m gonna be heading onto a couple math forums to try and find an answer cuz my brain broke (again) if you wanna give what I’m doing a try a link to the desmos project that correlates to this is in the posts below

also second side note I did not make this guide based off my help topic for likes and stuff (I’m not that stoobi) just thought it would be nice to unlock some possibilities for others
besides this’ll be helping me remember how to make it in my map :p (this also take like 5% memory)

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Can you add an explanation explaining what it does and how it works [1]


  1. first reply ↩︎

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Sure i’ll grab something from desmos and keep some of the visuals and tweak em
visuals are being stubborn ._. trying to add as much as I cant to make easy to look at

alright here’s a visual representation using desmos
let the a loop
and mess with the radius slider the t and p variables change the origin of the rotation the visuals yes are bad but they’re not needed for the system regardless

I modified a public use one forgot to rename it

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Math, my beloved <3

anyway, good job.

block code still scares me, even after I’ve learned most of its properties.

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thanks :333333
took a lot out of me to will myself to do it and Google mostly helped me I just took the basics and experimented so yeah

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You could put this in Devices because of devices…

Nope, it’s a guide so it stays in Community Made Guides.

And it’s not prop art so it doesn’t go in Art.

couldnt you use a similar method to this to make an aoe attack?

Probably, however you’d have to experiment with it.

This is possible as hit detection with this and when I guess the “player” or “object” is hit, a area could be created.

you could it’d just be more painful to make
if you want it to be good
but brain’s half burnt rn
if anything i would focus on improving this a bit more
as it still spams the hitbox >_< so yeah this is gonna recieve a bit more work in the future but im gonna let my toaster brain cooldown

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What do you mean by spam the hitbox?

when the projectile comes into contact with something the trigger loop counts it multiple times like once it’s in the hitbox it spams until it resets or gets out of range

Oh… you could deactivate the trigger when it hits for a few milliseconds then activate it back, like a I-frame.

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hm not a bad idea i’ll try it later

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sounds good maybe slightly shorter tho just to make sure
I like to keep my delays different anyways so it all happens in a certain order

Question: What is the projectile’s tile/second?

ah here we go
I figured out a while ago that it dosent go by terrain tiles but by something else that made it hard for me to measure by tiles so I go by repetitions per second which is 0.04 in this case with a maximum of 25 before the radius resets to one so basically it has a 1 second speed

So 25 tiles per second and say the gim is 1 tiles squared. This means that a 0.4 second i-frame or a bit longer (the gim might not be 1 tile, this could be checked by grid lock and lasers) would be needed for hit detection to actually register 1 hit only.

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