extends "res://scripts/ballistics/NetworkedProjectile.gd" onready var world = get_tree().get_root().find_node("GAMEWORLD", true, false) export var lifetime : float = 2.0 export var strength : int = 80 var life = 0.0 var cannot_explode = false func _ready(): $RocketTrail.emitting = true func get_init_info(): return {"linear_velocity" : linear_velocity, "angular_velocity" : angular_velocity, "life" : life, "shooter" : shooter} remote func update_phys_transform(t, lv, av): transform = t linear_velocity = lv angular_velocity = av func _physics_process(delta): if life < lifetime: add_central_force(global_transform.basis.x*strength) life += delta else: explode() $RocketTrail.emitting = false func explode(): if cannot_explode: return cannot_explode = true $RocketTrail.emitting = false $rocket_mesh.visible = false mode = MODE_STATIC set_collision_layer_bit(1,0) set_collision_mask_bit(1,0) var expl = preload("res://particles/p_Explosion.tscn").instance() world.add_child(expl) expl.init(global_transform.origin, Vector3.ZERO) for body in $BlastArea.get_overlapping_bodies(): if body.has_method("damage") and body.is_network_master(): body.rpc("damage", 50, "explosive", shooter, "using 'rocket'") print((5000*(global_transform.origin - body.global_transform.origin).normalized())) body.apply_central_impulse((5000*(global_transform.origin - body.global_transform.origin).normalized())) body.rpc("apply_central_impulse", (5000*(global_transform.origin - body.global_transform.origin).normalized())) $AnimationPlayer.play("explode") func _on_collision(body): explode()