Would it be possible to create pseudo projectiles?

so what im talking about here is if we can use the coordinate system to make a system that would include a property containing the the coordinates of the stationary turret or projectile launcher and make a gameoverlay button that ¨fires¨ a property called ¨projectile¨ and using pseudo hit boxes it can detect whether the projectile has entered/hit the designated hitboxes
this could technically make a boss health bar possible but limited to placing and picking up pseudo turrets/projectile launchers
(im not planning on adding projectile gravity anytime soon cuz i dont have platformer mode anymore) im not planning on adding visuals for this cuz it would be too tedious

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I would say, yes.
It would probably involve lots of triggers, and blocks, and math (linear thingys or whatever), but at that point I feel like it would take an unimaginable amount of memory. Though if you did figure out how to do this, I would be happy to help :slight_smile:

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No technically you couldnt
but there is a slight chance it could work

im working on figuring out how to make the pseudo projectile rn
by looking at block examples online

Wait, in platformer, or in top-down?

top down cuz i have to pay again to access platformer
its why i said im not using gravity in it

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You guys are over-exaggerating this. Trust.

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So it is simpler than it seems?

Yes. The only memory consuming thing is the blocks and the coordinate device.

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You can use zones if the zones don’t take up more than 3500 memory

My weakness……MATH!

a coordinate system would be more adjustable and can be used multiple times throughout the map.

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taking a brain break
it seemed really simple at first
just tedious
but now blegh
bit more confusing than it looked like

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Just obtain the coordinates of the boss via overlay with coordinates. Then get live player coordinates. Broadcast on a channel when a projectile is shot and you can either randomize the end coordinates of the projectile or set the end coordinates of the projectiles as any of the player’s current coordinates. The channel that you broadcast on earlier should be received by a trigger with a delay. The delay of the trigger depends on the hypothetical speed of the trigger. Then, if the player’s coordinates are equal to the end coordinates, the player takes damage. Does that sound right? :D
Anything hard in Gimkit is tedious T-T

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Oop- didnt mean To click solution but whatever
I’ll test out what you said tomorrow

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How would aim work in that?

So basically, you can find the maximum range of the boss/enemy through testing with an overlay that has coordinates of where you are at. Then you can get a variable that has a text string of the end coordinates(where the projectile ends up) within that maximum range of the enemy (randomize from the minimum to maximum domains[1], and minimum to maximum ranges[2]). That is the randomized version. You can also make it have “aimbot” by making the end coordinates wherever the player was standing when the projectile is “shot” or a better version of this would be randomizing within a little less or little more x coordinates of the player. Sorry for the bad explanation, since it’s kind of hard to explain.


I just remembered something I forgot to say earlier! You can use a property to set an array of objects[3] with a boss’s stats(i.e. range, damage, name) and then use zones and counter-booleans to update this.


  1. the mathematical domain ↩︎

  2. the mathematical range, unlike projectile range ↩︎

  3. in javascript; you can search it up ↩︎

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From what I understand, the aim is randomized there. I feel like that’s wrong, so tell me what I’m reading wrong.

I’d use the player coordinates, a lifecycle, properties, a damager, a trigger and some complex math to create a projectile system similar to that character in the Google popcorn game.

Using the “When player position changes” block in the player coordinates, you could create a system that detects the direction the player is facing and can detect the player’s location and save those in properties. You probably do this by subtracting the player’s previous location from the new location and determining the changes of X and Y to determine the direction in which the player moved.

Now using another property, the trigger, and the lifecycle, create a system that updates a property of a pseudo projectile’s location using the player’s current location and the slope of the projectile direction using the player direction property from the Player Coordinates.

Now finally using a repeater system, continuously run a check using a trigger to see if the slope of the projectile intersects with a player’s hitbox. To determine the player’s hitbox, use the player location variable. Determine the area of a gim using Gimkit’s meter system and figure out how far the center is from the perimeter of the gim’s area. Using the values from how far the center of a gim is from the perimeter and the player’s location, add and subtract those values to put the perimeter of a gim into something blocks can understand. Now using some good ol’ inequalities, you can determine if the projectile’s slope is intersecting the gims pseudo hitbox.

Now if the hitbox and projectile slope are intersecting, do damage. If not, do not damage.

While this system doesn’t consider factors such as projectile location, speed, and lifespan (because I can’t be bothered to figure that out right now) I’m sure that this system has a projectile with direction and can possibly work in a multiplayer pvp setting. Feel free to correct me or build on my idea since I probably messed up the math somewhere in this sea of words lol.

inhales
you made an essay.
math is my weakness…

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