I’m creating doom like mechanics, and I want the explosive barrel I have that already causes damage to me to damage other barrels that are in the radius to cause a chain reaction of explosions like it would it the actual game doom.
I think it has to do somewhat with object types in the Multi Sphere Trace For Objects, but I don’t understand how to make it include actors that are just the barrels.
Right now the barrels are only able to cause damage to the player and to the enemies if they are in the radius when it blows up.
So, you are filtering your trace to only include objects of type “pawn”. I’d assume your barrels are something different, most likely “WorldDynamic” or “PhysicsBody”. Check in the barrels class settings.
Any reason why you aren’t using “ApplyRadialDamage(WithFalloff)”? That one wouldn’t filter out anything.
The reason I didn’t use “Apply Radial Damage With Falloff” is, I didn’t know it existed. I used a course that helped me make this project to this point and to understand more about game dev.
There’s some things I don’t understand yet so I came here so bare with me.
anyhow, my barrel is an actor. also, the radius became green when I set it to World Dynamic. So progress.
Don’t get me wrong, both cases can be totally valid. It’s just that you’re kinda reinventing the whell here, but maybe doing collision was actually the goal of the tutorial. Additionally when you’d switch to a more advanced system like GAS you would most likely do the sphere trace and fall off calculation on your own as well.
So is it working for characters and barrels now? Or just one of them?
I’m sure there’s a better way to do this and I’ll look into GAS later. But I would like to make this work, as a learning experience if nothing else.
When the barrels get destroyed, it marks where they are in the radius area but it doesn’t actually take damage when others explode nearby it. I still take damage and so do my enemies though.