Miru
Well-known member
Bloodbane said:DJGameFreak TheIguana said:I'd like to know if there's a way to fix this script before doing that.
I assume the round purple objects on the rig are the turret cause that's the only thing changing in second shot compared to first one. I really don't have idea why the turret could snap like that ???
My question is why did you use spawner in the first place? you could use spawnGun instead who binds the gun and store it so it can be removed later when the boss is defeated (or when the boss want to)
I would fix that if I knew how. It's easier to just kill the target they're stuck on or make it move towards other enemies since they're usually following you.
3D targetting is tough to code. I'm not sure how to calculate the velocities etc
Hmmm.... there's an easy way to prevent homing missiles to dawdle below airborne enemies in confusion, which is to add script to track airborne enemies or enemies above them, then change animation to fly straight up to hit the enemies
Seems like a good start. How does that script work? Is it something that detects enemy hitboxes to fly up and attack? Seems like a nice, basic start for some 3D targeting.
"spawnGun" actually has a fair few interesting uses I could think of.