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Antares does not natively support any kind of “area effect damage”. Generally, damage is applied only as a result of a collision between two objects. There are workarounds, but it would be nice to have a good way to make an weapon that damages everything within a radius.
I’m not sure exactly how I’d implement it.
As a plugin developer, I think that it would be natural as part of a big explosion’s create action (like, {type: "blast", radius: 100, damage: 1000}), dealing damage to all nearby objects that collide.as.object. However, that doesn’t fit well into the current definition of “action”, which normally is an interaction between a subject and direct object.
The text was updated successfully, but these errors were encountered:
Might also be sensible to add a radius parameter to heal, and maybe split it into heal/harm.
Should there be some ability for the damage to fall off with decreasing radius?
Antares does not natively support any kind of “area effect damage”. Generally, damage is applied only as a result of a collision between two objects. There are workarounds, but it would be nice to have a good way to make an weapon that damages everything within a radius.
I’m not sure exactly how I’d implement it.
As a plugin developer, I think that it would be natural as part of a big explosion’s create action (like,
{type: "blast", radius: 100, damage: 1000}
), dealing damage to all nearby objects thatcollide.as.object
. However, that doesn’t fit well into the current definition of “action”, which normally is an interaction between a subject and direct object.The text was updated successfully, but these errors were encountered: