Misc.

Added a parameter to scale the grenade explosion radius so you kinda see where you’ll get hit:

Its setup via user parameters and HLSL which I havent used in a while (I was fluent in the xna days, but that’s pushing 10+ years ago now)

I might dig into this more just to get my feet wet again with custom shader code. Here’s the blueprint setup I had to do in order to get this working properly

Nothing crazy but I always treat actors as these sacred classes that I want to minimize. Therefore when I wanted the particle system to stay put after the grenade actor destroyed itself I started going down a detachment rabbit hole. But after some googling I realized I should stop being scared of spamming actors for whatever I need. In this case I made an actor that is JUST the grenade explosion holder.

I also started modeling this guy:

Which I wanted to make a “large” version of the patrol bot that has rockets on it, then I wanted to get a laser setup coming out the front. I’m moving towards the idea that each patrol bot has to reload after ANY burst, otherwise the game probably will be way to hard.

Probably will push more on this friday/saturday/sunday to get the new bot in place. I also want to retool the flashbang grenade bots to hold the flashbang in its “hand” as it goes off and reload. No real reason other than I think that will be sillier and give a distinction to the frag grenade bots.

Still need to make more maps, still need to make a higher level meta game, still need to add more audio. Uhhhggg I probably should make a trello board…

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