So far you can detect collision events but as far as getting the damage_args, there isn’t a way that I have found yet. It’s ashame there isn’t more things that expose the damage_args, only the npc_agents and the objective_device (which can’t be respawned so once is destroyed it’s useless) seem to pass damage_args to actually get the damage done. So it ends up where it doesn’t matter if it’s a rocket launcher or a pea shooter, unless you calculate what the player is holding and run your own damage calculation just based on the hit event…
Following this post myself as this is SOOOO badly needed as we can’t create our own weapons, but we also can’t get how much damage the existing weapons do…
Absolutely, I wish I could get the weapon damage values for specific items.
Anyway, I can’t even replicate the detection behavior of any shot, regardless of damage, like in the photo below, since I couldn’t find any component called “fort_damageable_component” or anything similar.
I tried to look for something similar documented anywhere, but I couldn’t find it either.
Do you have some idea of how the collision system works for entities, specifically restricting it to gunfire collisions?
Also, I know my question might be a bit of a beginner’s question. I really needed this, and my biggest experience with GameDev is definitely using Unity with C#, so the Scene Graph Entity Component System using Verse, and restricted to the “limitations” of UEFN, still seems a bit confusing to me.