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All the changes you are trying to make are made in the .sbc file, so yeah.
Somthing is hit
if blockhealth < damage pool then {
delete block
damagepool = damagepool - blockhealth
} else {
blockhealth = blockhealth - rests of damagepool
delete projectile
}
rinse, repeat, if it hits something else
i'm guessing you mean the "damage pool" instead of health pool...
The projectile will disapear in 3 different cases:
Either it has reaached its max range,
It has hit something and then reached its max range afterwards (its a relatively small range)
or it has depleted its damage pool
Or make missiles that had small AoE's but high damage that would penetrate just a couple blocks to simulate AT rockets.
That is my idea.
Linear models or even a constant one would be too op and would litterally rip anything to shreds, which is why this mod here has the super high energy requirement. however the good thing about higher damage falloff would be that you could keep the inital range just constant. No need to have it disappear x meaters after punchthrough.
If you want to get extra fancy, you could simulate 'refraction' of the projectile through each block by just adding the squareroot of a random number to each element of it's direction (x,y,z) :D
Properly balanced that would be awesome.
But i'd like to help where i can. I have C knowedge but no idea about C# really. But i'd like to get back into it... but i haven't done so for time reasons :/ though i should . . .