currently, if a player blocks a bullet with a melee weapon, there's no way to know that through script since it never triggers the OnProjectileHit event.
The bullet essentially disappears without ever hitting anything even though it technically hit the player's melee weapon (or to generalize, the player).
It would make sense to make deflecting or blocking a projectile count as a "hit".
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OnProjectileHit event for deflected bullets
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- Danger Ross
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- Gurt
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Fixed after v.1.3.5:
ScriptAPI: Added ProjectileHitArgs.IsDeflection, ProjectileHitArgs.DeflectionNormal to be able to read if a projectile hit is a deflection during ProjectileHitCallback.
ScriptAPI: ProjectileHitArgs.RemoveFlag is now false during deflections.
ScriptAPI: ProjectileHitCallback is now fired on blocking players and on ProjectileDeflectZone.
ScriptAPI: Added IProjectile.PowerupTotalBounces to read projectile's maximum total bounces that can be performed. IProjectile.BounceCount can now be written to to change current amount of bounces.
A player deflecting a bullet now counts towards the projectile's total bounce count property as if it would hit a wall during the bounce powerup.
ScriptAPI: Added ProjectileHitArgs.IsDeflection, ProjectileHitArgs.DeflectionNormal to be able to read if a projectile hit is a deflection during ProjectileHitCallback.
ScriptAPI: ProjectileHitArgs.RemoveFlag is now false during deflections.
ScriptAPI: ProjectileHitCallback is now fired on blocking players and on ProjectileDeflectZone.
ScriptAPI: Added IProjectile.PowerupTotalBounces to read projectile's maximum total bounces that can be performed. IProjectile.BounceCount can now be written to to change current amount of bounces.
A player deflecting a bullet now counts towards the projectile's total bounce count property as if it would hit a wall during the bounce powerup.
0 x
Gurt