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Thread: Flamethrower?!

  1. #11
    Gel
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    Re: Flamethrower?!

    Hmmmm

    About Beamos...
    Wouldn't it be a little difficult?

    I mean, you have to be in sight of the beamos while he is looking at you, then shoots lasers that stay forever in your direction until you move out of his sight or something.

  2. #12
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    Re: Flamethrower?!

    wellll...
    What I was thinking was have a ring around the beamos of walkable, invisible 'block fireball' combos so that it only had a certain reach, and then have it check for a certain (x,y) coordinate on a timer, round in a circle round the perimeter of the beamos, and if Link was, say, within a tile of that (x,y) then it'd unleash a stream at him untill either it or him moved away. I think it should be very much possible, but I'm not sure how it'd mesh with having other enemies on the screen because the only way that I'd found to get rid of the flamethrower was to use the 'Screen->ClearSprites(0);' which deletes all enemies on the screen.

  3. #13
    Gel
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    Re: Flamethrower?!

    Ok, I see.
    Well, I guess it could just be an indestructible Beamos.

    ...
    It could really do some stuff if that beamos script was ever created.


    (well all I want EVER is the portal script )

  4. #14
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    Re: Flamethrower?!

    nono, it's not the fact that beamos was indestructable, I'd taken that for granted that it would be anyway
    it's the fact that when you wanted to turn off the 'flamethrower' or beam or whatever, it'd also kill all enemies on the screen.

    However, there's probably a much better way of making a beamos really.

  5. #15
    Gel
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    Re: Flamethrower?!

    Probably.
    And if beamoses HAS to be indestructible (Not by killing others on the screen) Then it'll probably be good for a boss or an entrance to a dungeon or a puzzle room.


    So, the only thing to find out is how to kill it with bombs.

  6. #16
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    Re: Flamethrower?!

    well, that shouldn't be too hard.
    If you set the script to check what combo the beamos was on, and have it only active if it was the combo that the beamos is, then if you bombed it and changed it with a secret combo, it'd 'kill' it.

  7. #17
    Gel
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    Re: Flamethrower?!


    yay.

    So uhh.....



    Who's ganna work on this Beamos thing??

  8. #18
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    Re: Flamethrower?!

    And this is where I'm going to step down and leave it to someone more competent

    If I learn how to use this flamethrower better (which I am at the moment, Gleeoks PMed me a script) then I might be capable of doing it, but it's not really on the list of my priorities to be honest, I think finishing the custom boss that I stared A MONTH ago and still haven't finished would be a good idea really >_<

  9. #19
    The Time-Loop Continues ZC Developer
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    Re: Flamethrower?!

    The Mega_super_destructo_awesome_omega_flamethrower script is done. XD

    ..lemme know if there are any bugs. I'm not sure if shooters will react like normal enemies or not. I normally would test it myself but that might spoil the video. I got my popcorn all ready popped too.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  10. #20
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    Re: Flamethrower?!

    oh dear, do I have to do it riiiight now?
    And it'll take me at least an hour or two so you might want to eat that and get some more

    I'll have to make a decent screen first, and test the script to destruction, make sure I have the right equipment to beat the monster, probably pester you when the script doesn't work etc etc...

    Also film it, upload to youtube, wait for it to be checked.....

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