BA2a - Week 6 Summary
- charlightart
- Nov 1, 2015
- 1 min read
Setting up the Enemy Ships
Now that the canons are working and ready to fire, it was time to create the enemy ships! Because I have already designed the ship graphics, I just needed to create the blueprint for it.

For the enemy ships to realise that the canon has hit it, I set up a collision box around it. Which means as soon as the projectile hits this box, I can set up a chain of blueprint events.

So firstly, for this set of blueprints it checks if the projectile that hits the collision box is the fire canon. If yes then this sends a command to the player blueprint which provides the player with points (shown further below).

This blueprint shows how there would be a particle explosion effect when a ship gets destroyed, as well as then turning invisible to the player (so it looks like it just vanishes).

Lastly, this is the blueprint which allows the ship to move across the screen. This blueprint is similar to the skybox, except it moves along the y axis instead of rotating continuously.

Setting up the Friendly Ships
This was a fairly quick process because I was able to use the blueprint from my other ship except with additional blueprints, as well as changing the graphics.
When the blueprint checks for the fire canon, it becomes 'False' because the water canon would be equipped. Then this chain of blueprints will occur, which will turn off the fire particle on the friendly ship and fires a command to the player blueprint to recieve points. I have also implemented a sound effect.


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