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Old 10-11-2014, 02:22 AM
scriptless scriptless is offline
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GS2 Equiv of exploded?

Okay so in GS1 there was a event for when an object is exploded by a classic bomb.

PHP Code:
if (exploded)
{

I don't see one in GS2 tho... is there any way to still detect if it was hit by a bomb's explosion?
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Old 10-11-2014, 08:25 AM
Crow Crow is offline
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Are default bombs even still working/supported? I suggest making your own, to be honest.
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Old 10-11-2014, 09:40 AM
scriptless scriptless is offline
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Quote:
Originally Posted by Crow View Post
Are default bombs even still working/supported? I suggest making your own, to be honest.
They do still work and are supported. I agree should make your own and I do have my own. But my own still makes an explosion and that explosion is still not detectable. On top of that you cannot name your npc's Bomb, or Bow. Because doing so wont work as the default systems will override them and cause some pretty epic failures in some cases. =/

Edit: thanks deas.. aparently onExploded() works.. but it's clientside only.. and it doesnt show up in /scripthelp in rc.. o.O

Last edited by scriptless; 10-11-2014 at 10:07 AM..
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Old 10-11-2014, 01:42 PM
xAndrewx xAndrewx is offline
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Makes sense, all bombs are client based.
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Old 10-11-2014, 02:21 PM
Jakov_the_Jakovasaur Jakov_the_Jakovasaur is offline
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if you have scripted your own bomb, why not script your own explosion as well?
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Old 10-12-2014, 01:01 AM
MysticalDragon MysticalDragon is offline
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Would be really easy to do then you can control the radius of your bomb detection.

PHP Code:
this.radius 3;
function 
onExplode2() {
  
attackObjects(this.x+1.5 ,this.y+1.5this.radius);
  
putNPC2(this.0.8this.0.6"join explosion;"); //Animation of your explosion
}

function 
attackObjects(tx,ty,radius) {
   for (
temp.objfindareanpcs(tx-radius,y-radius,radius*2,radius*2)) {
    
temp.npcdist = ((this.x+1.5-tx)^+ (this.y+2-ty)^2) ^ 0.5;
    
temp.obj.trigger("attack""explosion" this.owner this.damage int(temp.dist)); //Trigger NPCs hit by explosion
  
}

 
  for (
temp.plfindnearestplayers(tx,ty)) {
    
temp.dist = ((temp.pl.x+1.5-tx)^+ (temp.pl.y+2-ty)^2) ^ 0.5;
    if (
temp.dist >= radius)
      break;
    if (
temp.pl != this.owner || level.isnopkzone != true){
      
temp.pl.onHit(this.owner.account this.damage int(temp.dist), "explosion"); //Hit Players (Damage Depending on how close to center of the blast)
  
}
 }

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