0 Members and 2 Guests are viewing this topic.
How do you make an item trigger from a weapon's FIRE state, like Beat Support?
script 147 (void){SetActivatorToTarget(0);SetResultValue(ActivatorTID());}
actor TeleportShot : MegaShot replaces MegaShot{States{Death:TNT1 A 0 Thing_ChangeTID(0, 1101)TNT1 A 0 Thing_Move(ACS_ExecuteWithResult(147), 1101, 0)stop}}
So, I would like to create an invisible hitbox and be able to control the area where it spawns with X/Y/Z offsets.To put it simply, take a look at the Mega Ball. When you fire, Mega Ball is materialized some small steps forward, and not directly from "your body". The gameplay idea would be like the GunDelSol card from the MMBNetwork series : you know, the flashing light spawns and damage not in front, but on the second column.Also, unlike Mega Ball which use A_SpawnItemEx, disabling aiming and spawning at a fixed point, I'd be able to aim my hitbox like with A_FireCustomMissile. Is it possible ?Also, my hitbox won't deal explosive damages, but simply hurt one time if an opponent touches the hitbox....eeer, puh-lease tell me if I was confusing somewhere.
That shouldn't be too hard to do Just use A_FireCustomMissile and just make the projectile be invisible and spawn and disappear quickly and then have the projectile spawn what you want. i might be wrong but i hope i helped you...
Quote from: "Zard1084"That shouldn't be too hard to do Just use A_FireCustomMissile and just make the projectile be invisible and spawn and disappear quickly and then have the projectile spawn what you want. i might be wrong but i hope i helped you...Oh I see, that's clever, I missed that hint. So, in order, it should...1) Use FireCustomMissile for aiming working purpose only2) FireCustomMissile spawns some kind of invisible reference3) That reference quickly disappear, but before, it'll use SpawnItemEx, which has all the X/Y/Z parameters needed to spawn the hitbox.And also, if this hitbox spawns INSIDE some robot's body, will it OHKO this later one ? I'm pretty sure that I saw somewhere, that the Mega Ball could OHKO a player if the ball spawns inside...
Well the thing is the megaball ohkos because the megaball bounces and thus the victim takes alot of damage in a short time and1. yes2.yesand 3. YES!I'm glad you understood quickly.Edit: i'm fairly new to making weapons myself so i may have forgot something.... but you can check out what i made here
Quote from: "Zard1084"Well the thing is the megaball ohkos because the megaball bounces and thus the victim takes alot of damage in a short time and1. yes2.yesand 3. YES!I'm glad you understood quickly.Edit: i'm fairly new to making weapons myself so i may have forgot something.... but you can check out what i made hereAh, yeah, bouncing in a solid works like some kind of infinite very fast bouncing... indeed, indeed. Anyway making the Mega Ball penetrate a solid actor (= player) shouldn't be usual and easy to do, in that case.I'll take a look at your weapons once I'll finish mine if you want me to =w=EDIT : Weirdly enough, it doesn't work. The reference spawn the actual projectile, but not at the desired aim...
Check Atomic Fire. It has scripts that make bots fire in certain states.