Are you sure?
Because the code for Isaacs Greater Missile storm, explicitely does calculations based on distance to target, as well as adding in some Sine calculations etc - to account for the curve of the missile, and then this is used when applying the delay for the damage and impact effect.
I am firing this power via Playertool01 - unfortunately, Playertool01 is a power used by multiple subraces, with different purpose per subrace.
Essentially, to make the one feat, capable of doing different powers for different subraces etc
To do this, I needed to account for the lower level details, such as creating the projectile myself via visual effect - which is when the Bolt of Glory effect comes in - (from the visualeffects.2da attached to CEP2_Top hak)
I then delay the damage and impact blast, by x delay.
x currently being
float fDelay = GetDistanceBetween(oCaster,oTarget)/21.00;
This gets the impact and damage to be nearly in sync with the projectiles apparent impact, but it is still off by about half a second (the delay is about 0.5 seconds too late)
I could increase the delay to be
float fDelay = GetDistanceBetween(oCaster,oTarget)/22.00;
But it would just be guess work - I figured that the CEP Team - or whoever made the projectile visuals would have the formulae lying around.
I've hosted the visualeffects.2da here - incase anyone wants to look at it
Link1564 HGVFX_CONE_GAZE_MIND F 0 vco_gazemind **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
1565 HGVFX_CONE_GAZE_ODD F 0 vco_gazeodd **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
1566 HGVFX_CONE_GAZE_SONIC F 0 vco_gazesonc **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
1567 HGVFX_PROJ_BOLT_GLORY P 0 **** vpj_boltglory **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1568 HGVFX_PROJ_BRIMSTONE P 0 **** vpj_brimstone **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1569 HGVFX_PROJ_GLOBE P 0 **** vpj_globe **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1570 HGVFX_PROJ_ICESCREW P 0 **** vpj_icescrew **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1571 HGVFX_PROJ_IMPRISON P 0 **** vpj_imprison **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1572 HGVFX_PROJ_MAGEHAND P 0 **** vpj_magehand **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1573 HGVFX_PROJ_MARK_OF_THE_HUNTER P 0 **** vpj_markhunt **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1574 HGVFX_PROJ_CHROMATIC_ORB P 0 **** vpj_orb_chroma **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
1575 HGVFX_PROJ_COLD_SPHERE P 0 **** vpj_otilcold **** **** **** **** 902 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
The name / label - suggests that its used in Higher Ground - Maybe Funkyswerve or another builder for that server could answer - if they know the answer?
Modifié par Baaleos, 21 août 2012 - 02:22 .