A list of puns related to "Projectile point"
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so for example swordmasters guard could only reflect light arms like hive shredders or smg fire, burst maybe middling stuff like fallen shock rifles and stuff like that, enduring most weapons baring heavy ones like hive boomers, and heavy guard able to mostly reflect most weapon types barring those you cant normally block (ie rocket launchers, wyvern stomps etc)
Naturally guards would need to be tweaked and adjusted for this, so they drain faster while reflecting in some cases and slower in others, but it'd be a nice niche roll and make it so certain guards aren't auto scrap worthy.
or is that just me lol
Location: Central Maryland
Possible spear head, would like help identifying the stone it is made from which might help narrow down what kind of projectile it is. You can't see it well from the images, but the edges look rusty, the center of the stone is more grayish brown (I don't know why that is - natural oxidation or heat treatment?)
Thank you!
https://preview.redd.it/dcei0r0h9u381.jpg?width=3024&format=pjpg&auto=webp&s=d9699ec33dec1220eada2bac27e80c42f65308e5
https://preview.redd.it/2p405n0h9u381.jpg?width=3024&format=pjpg&auto=webp&s=254ba4ef8accfe3b8cbba3d049c7999d3206823d
https://preview.redd.it/i3gfdn0h9u381.jpg?width=3024&format=pjpg&auto=webp&s=2a0ab7d881c8445e6185c674e55c28bfe7b7f536
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Quicksilver Amulet increases projectile speed, but I never understand the purpose. DPS doesn't increase because projectile flies faster.
By the time Quicksilver Amulet becomes available, laning is already over so faster projectile speed also doesn't help with last hit.
I suppose it matters in situation where you need to kill someone in the split second before TP completes or a support save comes. However that seems pretty niche.
What am I missing?
Hello, just started learning unity few days ago and it was going well until i got here....
using UnityEngine;
public class ShootingProjectile : MonoBehaviour
{
public Rigidbody projectile;
public Transform shootingPos;
public int shootingForce;
Rigidbody projectileInstantiate;
public Transform mainCam;
RaycastHit hit;
RaycastHit target;
public LayerMask player;
public ParticleSystem shootingPartSys;
void Update()
{
if (Input.GetButtonDown("Fire1"))
{
Physics.Raycast(mainCam.position, mainCam.forward, out hit, 1000,
~player);
Physics.Raycast(shootingPos.position, hit.point - shootingPos.position,
out target, 1000, ~player);
Debug.Log(target.point.normalized);
shootingPartSys.transform.position = target.point;
shootingPartSys.Play();
projectileInstantiate = Instantiate(projectile, shootingPos.position,
shootingPos.rotation) as Rigidbody;
//I THINK THE PROBLEM IS HERE, THIS "SHOULD" SHOOT THE PROJECTILE ON
//TARGET.POINT BUT IDK WHAT IM DOING WRONG.
projectileInstantiate.AddForce(target.point.normalized * shootingForce,
ForceMode.Impulse);
}
}
}
What i want to do is shoot projectile on target.point but the shooting direction is kinda random.
Any help would be appreciated, thank you.
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