Re: terrain damage reducing script?
Here's another, options are always nice. Apply script to bullet. Replace 2 with whatever factor you want to divide the sharpness by when an imminent terrain collision is detected.
Code:
function Create(self)
self.weakened = 1
end
function Update(self)
if self.weakened == 1 then
local terrcheck = Vector(0,0);
if SceneMan:CastStrengthRay(self.Pos, (self.Vel / 3),0,terrcheck,0,0,true) then
self.Sharpness = self.Sharpness / 2
self.weakened = 2
end
end
end