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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.
It is currently unimplemented in Zandronum.As are many other pointer related functions.just to name a few.
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.
Yes you're right, actually here's a more delicate and refined situationIf 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 itOne of the attacks of my class actually comes... from my custom inventory. From using an item, in other words. >:IMaybe is the CustomInventory's pointer system different ?
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
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?
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.
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!
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.