I'm trying to make a high level moldorm that can fire magic, I've got everything covered except for it won't fire😞. Is there something I can do to give me that option?
(Edit) I'm using build 672, (2.5 beta)
I'm trying to make a high level moldorm that can fire magic, I've got everything covered except for it won't fire😞. Is there something I can do to give me that option?
(Edit) I'm using build 672, (2.5 beta)
Not now. Much later.
...In the final 2.5?
Rakshiba wrote:I'm trying to make a high level moldorm that can fire magic, I've got everything covered except for it won't fire😞. Is there something I can do to give me that option?(Edit) I'm using build 672, (2.5 beta)
Of coarse they can. You can transform any enemy you want into a killing machine with my various scripts. 😉
Once you initially set up any enemy boosting ffc script to an enemy, you can Link other ffc's to the first.
....hmm, that reminds me, I need to update some of those to link via script rather than ffc flag for direct X, and Y manipulation as right now you can't link to certain scripted ffc's...
...it's fixed now.
Or you could have a script that
A. Centers a freeform combo on the moldorm and
B. Fires a certain weopon, making the illsuion that the moldorm is firingthe weopon.
russadwan wrote:Or you could have a script that
A. Centers a freeform combo on the moldorm and
B. Fires a certain weopon, making the illsuion that the moldorm is firingthe weopon.
Well yeah, you should try it out sometime, that's part of it's effect. 😉
I'm not that advanced, I don't even know what scripts are or their applications yet... if it's not too much trouble could you walk me through that first option Gleeok
Could just have something like
Screen->CreateNPC(moldorm)
Screen->CreateNPC(fireshooter)
while(true)
fireshooterx = moldormx
fireshootery = moldormy
?
Doesn't sound too complex