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and when the shot that would normally send duncans flying kills...it turns them into a pixelly red mist. complete with the satifying slo-mo lag...B L I S S
Nope, we cant use that programming language, the dev has to make that available to us as a...Trait? String? Whatever the term is.
So for example, they would have to make a trait called [bullet_burst_on_hit] so we can use it like:
[bullet_burst_on_hit]:"1" (1 is true, 0 is false)
[bullet_burst_amount]:"4" (the number is projectiles the bullet should split into on hit)
[fire_rate]:"1.4"
[ammo_type]:"medium"
etc.
The dev could probably use that though.
void Update() {
if (rocket != null)
rocket.velocity += rocketSpeed;
if (rocket.hitSurface) {
Vector3 surfaceNormal = rocket.hitSurface.normal;
for (int i = 0; i < Random.Range(minBulletsToCreate, maxBulletsToCreate), i++) {
// Assuming the bullets move on their own
Instantiate(bullet, rocket.transform.position, Quaternion.Euler(surfaceNormal + Random.onUnitSphere * randomBulletDirectionMagnitude));
}
Destroy(rocket);
}
}
(i asked some people about that burst bullet rocket thing to help u out