Advanced Search

Author Topic: The "How do I make a weapon do that?" thread  (Read 91845 times)

0 Members and 1 Guest are viewing this topic.

June 17, 2013, 05:37:45 PM
Reply #405

Offline Balrog

  • Standard Member
  • Date Registered: February 08, 2011, 07:41:17 PM

    • View Profile
Re: The "How do I make a weapon do that?" thread
« Reply #405 on: June 17, 2013, 05:37:45 PM »
Quote from: "SmashBroPlusB"
I already sort of knew the explosion thing, the problem being that it ONLY adds "I can hit my master". In short, if you play Team Deathmatch or something, a bomb can hit enemy players and the player who threw it, but not the throwing player's allies.


Didn't know it was that easy though, thanks.
Except then everyone killed with the damagers gets "%o died." instead of a proper obituary. There's no real support for killing your teammates without the server turning friendly fire on. This is intentional.

June 18, 2013, 12:42:36 PM
Reply #406

Offline Hilman170499

  • MM8BDM Extender

  • BLUE FOR DAYS!!!
  • **
  • Date Registered: March 18, 2012, 05:49:26 AM

    • View Profile
Re: The "How do I make a weapon do that?" thread
« Reply #406 on: June 18, 2013, 12:42:36 PM »
About my last question, I got a bit of help from it. Thanks.

But scratch the rest off, I have another one;
How do you make temporary Runes(stuff like Rage, Haste and Spread)? Powerup duration doesn't work because Runes apparently do not inherit coding from Powerup.

June 18, 2013, 01:17:32 PM
Reply #407

Offline Russel

  • MM8BDM Extender

  • Doc Croc
  • **********
  • Date Registered: December 17, 2010, 11:11:25 PM

    • View Profile
Re: The "How do I make a weapon do that?" thread
« Reply #407 on: June 18, 2013, 01:17:32 PM »
Runes are permanent until you collect another one. Though a simple thing you can do is base a giver system off of the Junk Shield watcher and give the item "rune" to yourself to force the current one to deactivate.

June 18, 2013, 04:15:15 PM
Reply #408

Offline -Daiki-TheOni

  • Standard Member

  • Honor, love and justice... thats what i need.
  • Date Registered: December 04, 2011, 08:25:43 PM

    • View Profile
Re: The "How do I make a weapon do that?" thread
« Reply #408 on: June 18, 2013, 04:15:15 PM »
I think Spheres can do what he means.... "give turbosphere" gives you more speed for a limited time, for example.

June 21, 2013, 11:39:44 PM
Reply #409

Offline Stardust

  • Enthusiast
  • *
  • Date Registered: July 15, 2012, 07:42:47 AM

    • View Profile
Re: The "How do I make a weapon do that?" thread
« Reply #409 on: June 21, 2013, 11:39:44 PM »
Quote from: "Lego"
It is currently unimplemented in Zandronum.
As are many other pointer related functions.

just to name a few.

I saw it sooner, but... sigh. Can a script do "Set the target of the one who executed the script to its target's target ?"
With poorly visual help it means

--------- ACTOR SP (I spawn ACTOR 1)  --------
--------- ACTOR 1 (my target is ACTOR SP because it spawned me, and I spawn ACTOR 2)  ---------
--------- ACTOR 2 (my target is ACTOR 1 because it spawned me, but I use the miraculous script to set my target to ACTORSP) ---------

I'm really a broken arm at ACS, I can only barely edit some stuff that already exists, but not really create mines.

June 22, 2013, 12:15:53 AM
Reply #410

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: The "How do I make a weapon do that?" thread
« Reply #410 on: June 22, 2013, 12:15:53 AM »
Quote from: "Stardust"
Quote from: "Lego"
It is currently unimplemented in Zandronum.
As are many other pointer related functions.

just to name a few.

I saw it sooner, but... sigh. Can a script do "Set the target of the one who executed the script to its target's target ?"
With poorly visual help it means

--------- ACTOR SP (I spawn ACTOR 1)  --------
--------- ACTOR 1 (my target is ACTOR SP because it spawned me, and I spawn ACTOR 2)  ---------
--------- ACTOR 2 (my target is ACTOR 1 because it spawned me, but I use the miraculous script to set my target to ACTORSP) ---------

I'm really a broken arm at ACS, I can only barely edit some stuff that already exists, but not really create mines.

The target of a projectile is its master, and the target of a projectile spawned by a projectile is still its master

June 22, 2013, 12:35:36 AM
Reply #411

Offline Stardust

  • Enthusiast
  • *
  • Date Registered: July 15, 2012, 07:42:47 AM

    • View Profile
Re: The "How do I make a weapon do that?" thread
« Reply #411 on: June 22, 2013, 12:35:36 AM »
Yes you're right, actually here's a more delicate and refined situation
If I use a CustomInventory that spawns a missile, the missile won't hurt me.
But, if instead of directly spawning the missile, the C.Inventory spawns a SPAWNER that'll spawn the missile, then this missile will hurt me. I tried it
One of the attacks of my class actually comes... from my custom inventory. From using an item, in other words. >:I
Maybe is the CustomInventory's pointer system different ?

EDIT : WAIT, I found the problem (editing right now...)

June 22, 2013, 12:40:33 AM
Reply #412

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: The "How do I make a weapon do that?" thread
« Reply #412 on: June 22, 2013, 12:40:33 AM »
Quote from: "Stardust"
Yes you're right, actually here's a more delicate and refined situation
If I use a CustomInventory that spawns a missile, the missile won't hurt me.
But, if instead of directly spawning the missile, the C.Inventory spawns a SPAWNER that'll spawn the missile, then this missile will hurt me. I tried it
One of the attacks of my class actually comes... from my custom inventory. From using an item, in other words. >:I
Maybe is the CustomInventory's pointer system different ?
It's because the Spawner is not a projectile. You know, you can give a projectile the +NOINTERACTION to prevent them from being removed by collision before they can do their job.

June 22, 2013, 12:42:35 AM
Reply #413

Offline Stardust

  • Enthusiast
  • *
  • Date Registered: July 15, 2012, 07:42:47 AM

    • View Profile
Re: The "How do I make a weapon do that?" thread
« Reply #413 on: June 22, 2013, 12:42:35 AM »
Uguu you posted riiiight after I found the solution, but anyway we thought the same ^^
Yes, I completly forgot how PROJECTILE can be useful with pointer inherit. With checkers, I usually set
+MISSILE
+NOCLIP
+NOINTERACTION
+DONTBLAST (so they don't go away into the infinite space :3)
To make sure NOTHING except a A_Jump thing could remove it.
Thanks, thanks a lot Tsuki

June 22, 2013, 12:47:49 AM
Reply #414

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: The "How do I make a weapon do that?" thread
« Reply #414 on: June 22, 2013, 12:47:49 AM »
Quote from: "Stardust"
Uguu you posted riiiight after I found the solution, but anyway we thought the same ^^
Yes, I completly forgot how PROJECTILE can be useful with pointer inherit. With checkers, I usually set
+MISSILE
+NOCLIP
+NOINTERACTION
+DONTBLAST (so they don't go away into the infinite space :3)
To make sure NOTHING except a A_Jump thing could remove it.
Thanks, thanks a lot Tsuki
Oh, you are welcome. In fact, even I made this mistake in the past and just now I found the file with this flaw. Hilarity ensued

July 01, 2013, 01:02:51 AM
Reply #415

Offline Zard1084

  • Donator

  • The world is pain...
  • *
  • Date Registered: August 24, 2012, 11:25:00 PM

    • View Profile
    • http://www.youtube.com/user/Zard1084
Re: The "How do I make a weapon do that?" thread
« Reply #415 on: July 01, 2013, 01:02:51 AM »
Quick question this may have been asked before.... i'm trying to figure out how to have two shots combine into a single new shot much like the x buster upgrade for X3? can anyone help with that?

July 01, 2013, 01:23:53 AM
Reply #416

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: The "How do I make a weapon do that?" thread
« Reply #416 on: July 01, 2013, 01:23:53 AM »
Quote from: "Zard1084"
Quick question this may have been asked before.... i'm trying to figure out how to have two shots combine into a single new shot much like the x buster upgrade for X3? can anyone help with that?
The only way I can think of for two projectiles to fuse like this would be through ACS checks, and even so could be too much trouble to be worth.

However, an alternate way (simpler, but won't produce exactly the desired effect) could be having the first projectile check if something is in the target's inventory during the second shot.
If confirmed the item, it then checks if the target is close enough and, if confirmed, spawns another shot and destroys itself.
If not close enough, it instead gives an item that causes the player to fire the second projectile.

July 01, 2013, 01:29:31 AM
Reply #417

Offline Zard1084

  • Donator

  • The world is pain...
  • *
  • Date Registered: August 24, 2012, 11:25:00 PM

    • View Profile
    • http://www.youtube.com/user/Zard1084
Re: The "How do I make a weapon do that?" thread
« Reply #417 on: July 01, 2013, 01:29:31 AM »
Quote from: "tsukiyomaru0"
Quote from: "Zard1084"
Quick question this may have been asked before.... i'm trying to figure out how to have two shots combine into a single new shot much like the x buster upgrade for X3? can anyone help with that?
The only way I can think of for two projectiles to fuse like this would be through ACS checks, and even so could be too much trouble to be worth.

However, an alternate way (simpler, but won't produce exactly the desired effect) could be having the first projectile check if something is in the target's inventory during the second shot.
If confirmed the item, it then checks if the target is close enough and, if confirmed, spawns another shot and destroys itself.
If not close enough, it instead gives an item that causes the player to fire the second projectile.
hmm... well i can show you what i'm trying to do....
(click to show/hide)
basically i'm trying to make rolls buster in that vid
Edit: wait i have a idea! i can make one projectile shootable and if it gets hit by a special damage type the shot dies and spawns the newer more powerful projectile!

July 01, 2013, 01:52:03 AM
Reply #418

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: The "How do I make a weapon do that?" thread
« Reply #418 on: July 01, 2013, 01:52:03 AM »
Quote from: "Zard1084"
Edit: wait i have a idea! i can make one projectile shootable and if it gets hit by a special damage type the shot dies and spawns the newer more powerful projectile!
There's only one problem with this: It doesn't tell who shot the projectile.

July 01, 2013, 02:46:45 AM
Reply #419

Offline Zard1084

  • Donator

  • The world is pain...
  • *
  • Date Registered: August 24, 2012, 11:25:00 PM

    • View Profile
    • http://www.youtube.com/user/Zard1084
Re: The "How do I make a weapon do that?" thread
« Reply #419 on: July 01, 2013, 02:46:45 AM »
Quote from: "tsukiyomaru0"
Quote from: "Zard1084"
Edit: wait i have a idea! i can make one projectile shootable and if it gets hit by a special damage type the shot dies and spawns the newer more powerful projectile!
There's only one problem with this: It doesn't tell who shot the projectile.
i know that tuski i was just gonna do that so i can just get it working and then revamp it to work with acs or some other thing later