Crus
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Re: Crus
If youre planning on making a volume you might wanna take the limitation volume as template since that one can be set to destroy all projectiles (unfortunatly not to destroy individual projectile types).
Art in a frame is like an eagle in a birdcage.
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Re: Crus
Maybe trace explo. location - victim (using the deemer projectile class, so blocking volumes will end up blocking the trace)? I think FastTrace with zero extent should do the job (will bail only on level geometry).Azarael wrote:In the absence of any better solution, a volume to destroy Redeemers and their warhead class entering it seems like the way to go.
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Re: Crus
Radius damage uses VisibleCollidingActors, implying FastTrace. I wonder if bBlockZeroExtentTraces will work...Izumo_CZ wrote:Maybe trace explo. location - victim (using the deemer projectile class, so blocking volumes will end up blocking the trace)? I think FastTrace with zero extent should do the job (will bail only on level geometry).
class HitScanBlockingVolume extends BlockingVolume;
defaultproperties
{
bWorldGeometry=false
bBlockZeroExtentTraces=true
}
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