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Best way to create a flamethrower weapon in 2d?
Hello all,
I'm trying to create a flamethrower like weapon. So I have the graphic for the "flames", now how do I create this weapon in game?
Should I render the "flames" on a button down event and destroy it on button up event?
Or is there another way to approach this?
Thank you
I would use a particles system with a conic form (for visual effects)
Enable an invisible collider (of the same conic form) and hurt every enemy in collision with it
Answer by Virtual-Addict · Sep 25, 2015 at 07:54 AM
The way I'd personally do it, is to Instantiate the flames on GetButton. You can create an EmptyGameObject at the tip of the Flamethrower and set that to be the location where they get Instantiated, or set the coordiates in code.
Parent the flames to the Flamethrower so they move along with it. Add a collider to them and do a OnTriggerStay method for damage over time.
(Instantiate(Flames, flameSpawn.transform.position, flameSpawn.transform.rotation) as GameObject).transform.parent = flameSpawn.transform;
flameSpawn would be the EmptyGameObject at the tip of your Flamethrower model.
You could attach this to your Enemies:
void OnCollisionStay(Collision other)
{
if (other.gameObject.tag == "FlameThrower")
{
Die (); // or subtract health and then call the death method when it reaches 0
}
}
For a Damage over Time effect however, I strongly recommend you use a Coroutine.
I just realized what I suggested would create a new Flame object every frame. Not a good way of doing it,
How about placing the flames at the tip of your Flamethrower and disable them. Then on GetButton, enable the Flame. So they are active as long as you press down the button. The rest is the same, except you don't have to parent them anymore since they already are part of the Flamethrower model, just disabled when the button isnt held down.
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