Here is the code for that (in the projectile)
- Code: Select all
simulated function Tick(float deltaTime)
{
local float dist;
dist = Abs(VSize(initLoc - Location));
if (dist >= (AccurateRange / 2))
{
ScaleGlow = (AccurateRange - dist) / (AccurateRange / 2);
}
if (dist >= (AccurateRange)) Destroy();
}
what this means is once its distance traveled is *half* of it's accuraterange, it *starts* to fade, and once its distance reaches the accuraterange, it has faded away completely and deleted itself.
My problem is - if I use a weaponmodrange on the weapon to increase the range (accuraterange is actually the property that weaponmodranges increase, apparently, and maxrange stays the same forever), it won't update the projectiles accuraterange to make them shoot farther. That is - the weapon shoots them 75 feet exactly and the projectiles fade out with NO range mods installed, and still shoots them only 75 feet exactly with FIVE range mods installed.
I also noticed that adding range mods to the dx flamethrower doesn't actually make it shoot any farther, even though it lets you add range mods to it. :/
Any way around this problem? I need the updated/increased AccurateRange property of the weapon to update on its projectiles. Thanks for any advice