I have found that it's safe to just upload a public map and not tell anyone about it. There's really very little chance it could "accidentally" become popular.
And if it does, you can revert it to private again.
I can easily enable cliff detection as well, but it's not good for the gameplay of this particular map (most players assume spells can go over cliffs, and running back to base to get a vantage point over incoming enemies, only to find your spells collide with the wall, could be really frustrating).
This is a video demoing a spell reflection mechanic I came up with for my upcoming map. It works with any projectile. Projectiles in this demo are capable of bouncing off or colliding with other projectiles, but I have disabled that for this video.
I see a bug in your original post. You're using 'picked integer' as the array index, even though there are no 'pick each integer loops' that I can see.
If you want to use a random index, you should set a variable to a random number, then refer to the index by that variable, not by 'picked integer'.
0
@RodrigoAlves: Go
Why would you love to be annoying? It just makes you look like an idiot.
0
@RodrigoAlves: Go
Why do you go out of your way to be as annoying as possible, then complain about everyone's reactions?
0
I have found that it's safe to just upload a public map and not tell anyone about it. There's really very little chance it could "accidentally" become popular.
And if it does, you can revert it to private again.
0
Does anyone know how to accomplish this without launching a new missile upon impact?
0
@Karawasa: Go
Which part of that is the gist?
0
@maverck: Go
Whether or not you can do something yourself is a stupid criteria for whether something is good.
0
@Mephs: Go
What are you trying to say? Could you rephrase your statement?
0
@Chiquihuite: Go
I'd just put a cliff height validator in the behavior I use to check collision.
0
@vailreth: Go
The missiles don't have a set target. They fly until they collide with an enemy, or until they pass their distance limit.
The reflection works by launching a new missile in the direction the reflected missile should travel.
0
@Chiquihuite: Go
Thanks.
I can easily enable cliff detection as well, but it's not good for the gameplay of this particular map (most players assume spells can go over cliffs, and running back to base to get a vantage point over incoming enemies, only to find your spells collide with the wall, could be really frustrating).
0
This is a video demoing a spell reflection mechanic I came up with for my upcoming map. It works with any projectile. Projectiles in this demo are capable of bouncing off or colliding with other projectiles, but I have disabled that for this video.
Please leave feedback or suggestions.
0
I could never get abilities to work from turrets. I don't think it's possible.
0
I don't think so.
Try using triggers to swap the weapon.
0
'Alert message when bookmarked map is hosted'. That is a good idea.
I stopped reading your post right after that so I could remember it on a good note.
0
I see a bug in your original post. You're using 'picked integer' as the array index, even though there are no 'pick each integer loops' that I can see.
If you want to use a random index, you should set a variable to a random number, then refer to the index by that variable, not by 'picked integer'.