Grenades & satchels pass through turrets (& any other VehicleWeapons)
Issue #116
resolved
All these classes are based off ROThrowableExplosiveProjectile. The problem lies in the ProcessTouch function in that class, which gets called when the projectile hits a VehicleWeapon.
The function only checks to see if a player pawn has been hit and completely ignores anything else, including turrets. The desired outcome would be for the projectile to bounce off the VehicleWeapon, similar to how the HitWall event handles a bounce off a wall or a vehicle hull.
I have made a new abstract parent class called DH_ThrowableExplosiveProjectile & re-factored all the grenade & satchel projectile classes to base off that. Can then look for a solution in ProcessTouch, which if it's possible to implement would fix all grenades & the satchel.
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Probable simple fix in commit 4b00d85
Want to test it a bit more and may need tweaking, but simply passing any call on ProcessTouch on to HitWall (for all Touched actors, not just bullet whip attachments) seems to give the desired bounce off for grenades etc.