Something I forgot: when you’re using the AddRadialImpulse node, you have to find the actors manually, because it doesn’t query automatically. It needs an actor as target. The easiest way is to do a sphere overlap test using your radius and loop through the results to apply the impulse. But if you rather keep the component instead, it’s up to you.
No, I meant the AddRadialDamage’s inner and outer radius. Maybe that’s the reason you always get maximum damage.
If health is reduced like it should, I guess the problem is somewhere else.
This is only effecting the guy hit by the rocket, but it still doesn’t solve the problem of the damage, and how little of a radius it has
ok I got it doing a little bit of a fall off damage now, but how do I put nothing in the damage prevention channel? I think part of it, is they are getting protected from the various platforms
I see you still have 150/40 as inner/outer radius of the ApplyDamage-node in that last picture. Try setting them to something like 500/1000. Make sure the outer radius is larger than the inner radius.
As for the channels: I don’t know. It doesn’t look like you can disable it completely. So all you can do is to create a new channel and set it to ignore by default, if you want to.
About the radial impulse: I wrote something about it in the comment above. If you want to use it, you have to do a “manual” query followed by a loop.
edit: You say the impulse affects only the guy that was hit? That’s very strange, because the way you have set it up, it should actually be applied to the rocket itself…
Yeah I thought that was suppose to be outer and inner dmg I changed those
so the rocket should have the ignore channel right? so have it ignore pawns, and set my enemy as pawn and it wont block anything? cause I see its at visibility and I can tell things that are like too far behind him don’t get effected by it either
as for the rocket hitting one person, that’s exactly how the unreal team sets there impulse in first person shooter the impulse comes from the cylinder “rocket”
No, if you want to prevent any obstacles from blocking damage, you don’t need to change any collision settings of actual shapes. You just need to create a new query-channel under project-settings->collision, set the default response to ignore and use that channel as parameter in the ApplyRadialDamage node. This way you have a query-channel that will never actually hit something…
About the impulse: In that case, the example probably uses the component, not the “loose” function.
I don’t see query channels in there. All it shows is object channel and trace channel I added one to both and neither show up in the drop down list
Trace channel is the right one. If it doesn’t show up, maybe you need to restart the editor or something. It should.
I replied don’t know why it didn’t come up. I made it into a variable and then it showed, and It works! been a pain in the ■■■ but it works. Thank you for all the help
Don’t know what the hell is wrong with this site I have replied 3 times now. I put it into a variable and it showed up, and it works! Thank you for all the help
Np, good luck with your game.