I'm not really sure how Relic goes about implementing their projectiles. This way may be completely inefficient and may actually not work in game. I do recall asking at some point how to go about putting in projectiles and I thought I remembered the answer being much more involved then the route I took. In fact, this is probably the *easiest* of the tutorials (assuming you've done the other two so you have some familiarity with the FX system).
While more of a placeholder projectile, this is our final product:
A bit tought to see from the picture but he is actually "throwing" (in his punching motion) the single cube in a straight line.
First (and really last) thing we are going to need is our spray. If you've ever fired up the default spray you may have noticed its nothing but a bunch of cube projectiles.
Limit it to one and straighten 'er out....and we may have ourselves a projectile.
If you watch the default spray you'll notice that it initially starts out in a straight line and then kind of breaks out. Well, the first thing we need to change is we need to keep it in a straight line the whole time.
Click Emitter_Deviation and change the last Keyframe from 180.0 to 0.0. Once you have that set and you click Play again, you'll notice that the spray is going up in a straight line.
Now, I know you are immediately jumping to the Emitter_Rate and dropping it to 1.0. Even after doing this though you'll notice its still firing off more than one projectile. The reason is that you've set the spray to 1.0 projectile per second, and the spray is lasting for more than one second. So we need to *also* change the Emitter_Duration to something under 1 second (.5 seconds...)
You may notice that the projectile isnt the speediest moving thing ever. A quick change of both Particle_Speed Keyframes (beginning and ending keyframe) to 100.0 seems to zip it along fairly quickly. This is definately a field that can use some tweaking as I have no idea how fast a projectile should be set for (you could also make it start slow and pick up momentum...)
With that done go ahead and save it and fire up the Object Editor.
Load up the henchman and jump into the Event Editor.
Our NewMelee Settings:
marker: bip01 r hand
Thats about it. The animtime is set to .68 to coincide with when hes at the peak of his fist movement...everything else is pretty standard from other tutorials.
Now, if you didnt want a cube as a projectile (who wouldnt want a cube?!?) you could create a mesh, load up a new Ring, select your mesh from the "Mesh" option, save it, and then load that ring into the spray.
Thats about it...pretty easy and straight forward.