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MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: December 23, 2013, 06:49:51 PM »
Also, will the Copy Vision fire to a single direction or will it become a Treble Sentry clone that you can use pretty much infinitely?
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That happens in Software too, by the way.(click to show/hide)
Tengu Blade has already been dealt with. It does have both weapon functionality intact and that's as much as I will say on the matter for now.Great, now you made me curious as to how it will make use of both functions...
By "Disappear" I mean: invisible or mostly invisible. Spologies for the lack of clarity.Quote from: "tsukiyomaru0"Sunny (When hit by fire or light weapons): Causes a brief flash and returns weather to "normal"
Rain (When hit by water weapons or any weapon during "normal" weather): Glass platform disappears, wind pushes players while they are not standing on a surface, sometimes a lightning may happen and reveal the glass platforms for a brief moment.
Snow (When hit by ice weapons): Glass platforms are perfectly visible, movement becomes a little slippery (like in MM2FLA) and snowflakes may hinder player's sight.
Um, you do realize that the glass panels should always stay, so that players don't have to be stuck on one platform, waiting for the weather to be changed, right?
I say every server should have it enabled, it's better that way. I'm sure it being disabled by default is just because it's more canon that way, but having it enabled is more fun (IMO).However doesn't work very well with weapons that spawns the projectile instead of firing.
Oh, so you meant give a flag to their master? You need CustomInventory instead. Make a CustomInventory that changes the flag on pickup and have the projectile use A_GiveToTarget said item.Quote from: "tsukiyomaru0"Quote from: "Davregis"How do I make a projectile give the class a flag on crash?Pain state in the class and damage type in the projectile.
class as in the playerclass
Example: if DamageType of the projectile is "GravityBreaker", the playerclass will need a pain state defined "Pain.GravityBreaker", with an A_ChangeFlag action function in said pain state.
I referred to the calling playerclass, yet this was part of the solution that resulted.
An exploding projectile with the painstate as you describe works perfectly. Thanks!