View Single Post
  #4  
Old 05-15-2006, 01:30 AM
jake13jake jake13jake is offline
Former Classic Staff
jake13jake's Avatar
Join Date: Dec 2002
Location: Northwest Vermont
Posts: 1,452
jake13jake will become famous soon enough
[edit]
MORE TO ADD:
It would be cool if the projectile still existed during the onActionProjectile, and if you could modify it onActionProjectile (as though it were passed as a param), and perhaps the ability to modify a projectile on the event, and keep using it (ex. lvl2 shield would make the direction of the projectile flip).

I also would like to be able to destroy the projectile when I want to, and that it would destroy both serverside AND clientside. (ex, hide an NPC clientside, the projectile will hit at the NPC, but the projectile will continue moving clientside until it hits a clientside wall)

I haven't really had a lot of experience with projectiles, but this is functionality that I thought I could implement some way, but have found otherwise.
[/edit]


Quote:
Originally Posted by excaliber7388
It would be nice if it was like:
shoot projectile type,fromx,fromy,range(tiles),npcblock 0/1,wallblock0/1;
ex:
shoot(fireball,playerx+.5,player+1.5,10,0,1);
which would make a fireball that can't be blocked by NPCs, but will stop at 10 tiles or a wall.
pfft, just make a gani of a fireball. I just want to be able to have more dynamic wall detection. I mean, I went for that with my movement system and that went very well.

What would also be nice is if you could modify tiletype(x,y) return values, much like enablefeatures and showstats.

ex. I have a timeout loop for enablefeatures
PHP Code:
if (clientr.pausedisabled)
  
gui_features |= 2;
else
  
gui_features &= ~2;
enablefeatures(gui_features); 
I mean, I'd like to be able to be able to shift one tile to another tiletype. Biggest example being the backside bottom of a cliff that connects to sand tiles.

Last edited by jake13jake; 05-15-2006 at 08:55 PM..
Reply With Quote