Okay.
So we have our ranged attack and we have several things we need to set on it now before we just go in
and start setting things here and there.
We're going to start at the top and take this in a nice linear order.
And the first thing we see is we need a projectile class.
Now, this is going to be used by our slingshot attacker, although we may wish to make it more versatile
so that we can have the choice between what projectile we want to spawn and we'll get to that.
But we have to start somewhere, right?
So we're going to make a projectile for the rock, for our slingshot.
Now I'm going to go into our Ability System Enemy Abilities folder and we're going to have our rock
just exist right here with our other enemy abilities.
So I'm going to right click Blueprint class and search for Aura Projectile.
I'm going to make one of these, select that and call this BP underscore Slingshot rock and open that
up.
Now all we have is a sphere component and I want a mesh and specifically a static mesh, because if
we go into assets and into enemies, Goblin and Slingshot, here's a static mesh called Slingshot Rock.
Look at that beautiful rock.
We're going to use this.
So I'm going to go back to Slingshot Rock and add a static mesh component.
So adding static mesh.
Now notice I have Slingshot rock selected in my content browser here, which means that if I add this
static mesh, it'll automatically be set to Slingshot rock and I'm just going to call this rock mesh.
So now we have a slingshot rock.
Perfect.
Now that's good.
But we also have a projectile movement component and we should set the initial speed we should set whether
we want gravity and so on.
I actually do want gravity, so I'm going to use one for the gravity scale and I'm going to set the
initial speed to 1000 and the max speed to a thousand and we'll see how that looks.
Okay.
So now we have the basic rock blueprint and it's a projectile.
So we can go back to our ranged attack and set our projectile class to be slingshot rock.
And now we have that set.
Now, next is we have a damage effect class and we can set that to g damage.
But we have to keep in mind that G damage is going to depend on us setting set by caller magnitudes
for our projectile.
And if we go in and look at aura projectile spell, we'll see that we are setting set by caller magnitudes
by looping through our damage types map and our team map is supposed to contain a map from damage type
gameplay tag to F scalable float, which means that we need a curve table and we need a curve on that
table for damage for our ranged attack.
So we're going to handle that set up in the next video where we take care of damage for our projectile.
So we'll do that next and I'll see you soon.