I want to set up a system for checking damage effects. The projectile hits the player. A cog checks to see whether it does any damage (there is a factor of armor which can potentially deflect bullets, eliminating damage), if it does, spawn blood, otherwise a spark, then run through a formula and apply appropriate damage. However bullets, seem to do damage irrevelant of cog. Is there a way to control the damage of a projectile through kyle.cog? Or should I try setting the projectile to 0 damage, with a class cog which checks the touched message, to evaluate the damage and effects?
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Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come