Would it be possible to create pseudo projectiles?

I found my cousin (not really)! Good job, you sound a bit like me now.

True… although easy concepts can be tedious too.

WHAT

HOW. DID. I. GET. REGULAR. I’ve been flagged more than 5 times in the past 50 days, right? Nah, I ain’t arguing. Very confusing tho.

Just saw meepey’s explanation. Ya’ll are overcomplicating things (Not being rude) a bit much. Can we use the size edit from Gimkit to shrink it a little? Important concepts that are drawn from others:

But… meepey… I could help you with that.

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Me too me too pal

time for brainhurt
ima go ahead and test this out
i have like eight possible directions the pseudo projectile can be shot in
so im also factoring that in somehow along with an invisible/or flag marked pseudo turret
that you can pick up and drop
so yeah i have a lot of coordinate blocks to do ._.
wish me luck

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ive got like 20-30 properties now ._.
half of which being completely useless
the movable turret´s projectile isnt setting off the coordinate zone thingy
im suspecting its got to do with how i set the projectiles coordinates
brb

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I would like a tutorial on this and how to display the projectiles efficiently. I’m working on a map that could benefit from pseudo projectiles rn.

Out of curiosity how will it help?
The system is very buggy rn
(Only fires up for some reason and the game overlay wont update along with loopholes)
So i’ll iron it out sometime later
Then i’ll post a guide but eugh
Im not great at those ._.

I’m interested in re creating the Google Doodle popcorn game

I’ll admit I’m not the most technical nor the most optimized when it comes to GKC. This was simply the solution I thought about first. By all means, feel free to expand or fix my concept.

Doesn’t matter in this case

Somewhat needed. This just gives players some extra time to enjoy the barriers that are there. (They can also hide from other projectiles)

Crucial. If the distance is greater than the projectiles’ lifespan, it cancels out immediately.

and cancels out if it hits something like a pseudo coordinate zone or somethin like that
speed and life span i have pretty much synced up it dosent accelerate it moves at a constant speed and time like 8 triggers/increments to a counter and it resets the the projectile´s coordinates to the turrets x and y once it reaches its target (powered by a trigger loop that changes the projectiles coordinates)
(cant completely get rid of the projectile once its life span has expired and im not in the mood to add more properties to the pile)

you type in paragraphs i swear

habit

yeah that would be a habit lol (anyway back on topic so i dont get suspended)

I thought of a Guide to make it

yes you can using zones sentry and lasers now please mark a solution

Nerp not stoppin till i get a proper coordinate powered pseudo projectile :3