User Tag List

Results 1 to 2 of 2

Thread: Detecting enemy projectiles

  1. #1
    Octorok
    Join Date
    May 2007
    Posts
    331
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,506
    Level
    13
    vBActivity - Bars
    Lv. Percent
    11.37%

    Detecting enemy projectiles

    The reason I would like to have access to this is because I would like to create a "Link's companion" script, I could simulate another character by creating vars for HP's MP's etc, its is easy enough to dectect if the companon is 'hit' by an enemy (same cords) but what about if he gets hit by a fireball? Also (and I think this has been suggested) is to be able to spawn Link's projectile weapons, so I could simulate the companion useing arrows or magic or even bombs. I already have a script outlined for this, I don't mind waiting for the functionality needed, but I would like to know if it is possible at all. Thanks



    SM :blackmage

  2. #2
    Administrator DarkDragon's Avatar
    Join Date
    Oct 2001
    Posts
    6,228
    Mentioned
    70 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    11,028
    Level
    31
    vBActivity - Bars
    Lv. Percent
    8.54%

    Re: Detecting enemy projectiles

    It will be soon. I'm currently finishing up a bug crusade; as soon as b18 is done I'll get to work on the ZScript enhancements I've been promising.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
Social