New action/monster query

Questions about how to create your own dungeons and replacement graphics and sounds.

Moderator: George Gilbert

Forum rules
Please read the Forum rules and policies before posting. You may Image to help finance the hosting costs of this forum.
Post Reply
User avatar
copperman
Um Master
Posts: 476
Joined: Thu Aug 29, 2002 12:49 pm
Location: UK

Post by copperman »

No so much an action as a new monster action/type. Remembering the Kudobot from quake times, a monster that would attck other monsters and not attack the party. A familiar if you like. :D Give it an expiry option of course. In fact expiry potention for monsters generally would simplify a couple of things.

Anyway, I've made a "Flintlock" crossbow; I want to make it do a convert then a fire in one "attack". At present it's using one for a trigger a short convert chain then a regular "shoot", this is using a slot I would rather use for something else. If I could add more than one event to an attack method, that would solve this and a couple of other problems.

Now we can attack from the rear, can we have front and rear attacks for weapons, it would be nice to have the choice. Allowing two sets of useage actions.

Two handed weapons. With rear row attack possibilities two handed weapons come to mind, an flag for this would be nice. Disallowing anything from being held in the other hand or not allowing to hold if there is an item in the other hand, or pick up with "the hand".

That's all for now, great work btw GG RTC is really looking something.
Don't be scene or herd!
User avatar
Sophia
Concise and Honest
Posts: 4307
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Post by Sophia »

copperman wrote:If I could add more than one event to an attack method, that would solve this and a couple of other problems.
You already can. Clone a relay, have it OBJECT_ACTIVATE that relay, and then point that relay at action wallitems that do however many actions you want.
User avatar
copperman
Um Master
Posts: 476
Joined: Thu Aug 29, 2002 12:49 pm
Location: UK

Post by copperman »

can i use this to reload the crossbow correctly ?
Don't be scene or herd!
User avatar
beowuuf
Archmastiff
Posts: 20686
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Post by beowuuf »

Yup
User avatar
copperman
Um Master
Posts: 476
Joined: Thu Aug 29, 2002 12:49 pm
Location: UK

Post by copperman »

oo, must dig deeper, my cable has been down, making more "productivity" will get this to work.
Don't be scene or herd!
User avatar
Sophia
Concise and Honest
Posts: 4307
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Post by Sophia »

copperman wrote:can i use this to reload the crossbow correctly ?
Yes, an ACTION_SHOOT_ARROW triggered via relay will still pull an arrow from the quiver once it's shot. If you're being a bit more tricky than that, you'll have to be sneakier obviously-- keep in mind that you can swap the arrow for one that expires in one tick, and thus not actually have to use the same arrow that you're "shooting," but the quiver mechanics will still work.

If you still need help, or want me to look at the dungeon, let me know. :)
User avatar
copperman
Um Master
Posts: 476
Joined: Thu Aug 29, 2002 12:49 pm
Location: UK

Post by copperman »

yes, i got this all going quite nicely, using an attack method to trigger a relay that starts a convert chain then a fire arrow on the end. It still needs tweaking, especially the actually damage.

Can I "lock" an item from being taken from a hand whilst the convert sequence playings until the arrow actually fires? I don't really want the player interfering with it. Unfortunately the wait time only applies to the bow hand, and not the ammo hand too.
Don't be scene or herd!
User avatar
Sophia
Concise and Honest
Posts: 4307
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Post by Sophia »

copperman wrote:Can I "lock" an item from being taken from a hand whilst the convert sequence playings until the arrow actually fires? I don't really want the player interfering with it. Unfortunately the wait time only applies to the bow hand, and not the ammo hand too.
Huh? What do you mean?

If you set the expire time to -1 on the intermediate items it will convert instantly-- no risk of anything being taken out!
User avatar
copperman
Um Master
Posts: 476
Joined: Thu Aug 29, 2002 12:49 pm
Location: UK

Post by copperman »

The weapon requires a priming time, which is actually the time it takes the sounds to play. A rachet click then a whoomph. Then it can fire, using the regular bow noise. It takes about a second to prime and the arrow is converted when the whoomph starts, as it should. I need to dsiallow mouse interaction with the hands of the firer until the arrow has been released.
Don't be scene or herd!
User avatar
beowuuf
Archmastiff
Posts: 20686
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Post by beowuuf »

You should maybe make the 'prime' an action that needs to be done first (which would blue out the charatcer hand and convert to a ready weapon) , before you can then click 'fire' action to fire an arrow an arrow

Freezing out the whole party interaction when something fires sounds a little odd - but there does seem to be a hack, if you keep converting a chain of -1 items then the party and certain interactiosn get frozen out. You coudl do this then have your finished priming weapon destroy the item type so it can't expire to a copy of items, or whatever
User avatar
copperman
Um Master
Posts: 476
Joined: Thu Aug 29, 2002 12:49 pm
Location: UK

Post by copperman »

I dont want to freeze ALL interaction, just the ability to take the arrow from the firers hand in the time it takes to go thru its conversioin chain.Everything else works fine.
Don't be scene or herd!
User avatar
beowuuf
Archmastiff
Posts: 20686
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Post by beowuuf »

Hmm, i think you could do two things 1) keep doing a swap from hands to party hands or arrows until the counter runs out (a seperate counter counting down). I frget if there is already a swap to party hands, or if this would be an 0.38 action - you oculd trigger it in 0.38 with the 'unequip_hands' event, if an arrow leaves the party during the window, you know it is in the hand, so you null it and put an arrow back
2) You actually create a 'flintlock with arrow' right off...in that second for your windlas this combined item has an exiry date. If they don't touch it, you swap it back for an original out of the hand and throw an arrow. If they do remove it then on exiring the flintlock can instead convert to a randomly fired arrow and either damged flintlock, or normal one - but with added damage tile goodness incase it slaps the party or a monster for not being controlled when it fired.
Post Reply