Closed HardDaysMike closed 8 months ago
The original code has the AI aiming towards the player with atan math, and calling a vector hitscan function. The hitscan projectiles option replace this function call with spawn missile, which use a custom missile object that contains the same damage properties as the hitscan (shotgun or tommygun).
It's the same logic as hitscanning, but takes a second or less to reach its destination (depending on speed setting).
depending
Perfect explanation. Thank you!
Hey there
This is more of a technical question but I'm really curious as to how it works. How is the projectiles modifier balanced/programed in contrast with the original hitscan? Is the game easier playing with projectiles? I started playing with projectiles recently just for some added flair and it's a nice little addition that keeps things fresh.
Apologies for posting on the report section, not sure if there's a general questions thread.