BP_BaseArrowTrap
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For a trap to shoot, it is necessary that the mesh has sockets.
BehaviorShot (E_BehaviorShot):
EachOneTime - all sockets shoot at once
EachWithDelayRandomOrder - each socket fires one at a time in random order
Random - shoot random sockets
InOrderForward - shoots from first socket to last
InOrderBackward - fires from the last socket to the first
bActivedTrap (bool): activates a trap at the start of the game
NumberOfShotLoop (int): number of repetitions
TriggerRef (BP_BaseTrigger): reference to “BP_BaseTrigger”
bInfinityRepeat (bool): if True will work endlessly
ProjectileClass (BP_BaseProjectileClass): projectile class which trap shots
LifeTimeProjectile (float): projectile life time
InitialProjectileSpeed (float): projectile initial velocity
DelayBetweenShot (float): delay between shots
DelayFirtsShot (float): delay before the first shot
DamageOneArrow (float): single projectile damage
ImpulsePower (float): the force with which the projectile repels the character at death
Configure collisions like in the picture below.