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[Done for V0.39] Attack 3 paces ahead.

Posted: Wed Mar 08, 2006 12:23 am
by Suule
Well I'm trying to do a SciFi dungeon for some time... it's a lot of hard work since the firing 'invisible projectives' enables monsters to dodge them.

Is it possible to implement an action that would damage a single monster that it's in the range of 3 spaces in front of the party? The damage should be instantly applied.

If you played Hired Guns, you prolly know what I'm thinking about.

Posted: Sat Mar 11, 2006 10:52 pm
by beowuuf
I would also be useful for a telepathic attack

I think just an ultra-fast projectile would be good, as you could then use it to 'target' somehting infront of you to whatever range, then have it break into whatevr effect (damage, explosion, created object, etc)

Posted: Sat Mar 11, 2006 10:56 pm
by Suule
Well the trouble with 'usual projectives' is that they're... dodgable. Unless you're Neo in Matrix... you can't dodge bullets well. That's the biggest flaw of using the 'Turning available projectives invisible' workaround.

But yeah... an invisible telephatic attack... Mind Flayers anyone?
I hated EoB1 and Eob2 for them...

Posted: Sat Mar 11, 2006 11:01 pm
by beowuuf
Ones that will go at the speed of the fastest game tick i mean. Taht would be much more general and have other uses, and also works perfectly around having to code 'is there a creature infront...is there a creatue behind that...but was therea door in the way/wall' etc

Just lighting fast projectiles would be the way to go. After all, you don't want it to be definite kills - maybe you were a bad shot and it doeged away

Posted: Sat Mar 11, 2006 11:07 pm
by Suule
Yeah, that would prolly work well. I had few experiences like that in Hired guns that enemies sometimes dodged my bullets... it was on rare occasions.

Posted: Tue May 02, 2006 11:31 pm
by Suule
Bump

Posted: Wed May 03, 2006 12:11 am
by Lunever
I also would like faster missiles. And even for slower standard missiles SOME functionality that will not allow the creature/character that shoots a missile/spell to get damaged by accidentally walking into the missile he just fired by stepping forward after firing.

Re: Attack 3 paces ahead.

Posted: Wed May 17, 2006 10:05 pm
by George Gilbert
Suule wrote:Well I'm trying to do a SciFi dungeon for some time... it's a lot of hard work since the firing 'invisible projectives' enables monsters to dodge them.

Is it possible to implement an action that would damage a single monster that it's in the range of 3 spaces in front of the party? The damage should be instantly applied.
This can now be done in V0.39 (make your projectile of type A expire instantly with an action that moves it forward and turns into type B - it will do all of this with in a single turn - repeat until you get to type G and it will have covered 3 whole tiles, then just let it expire to nothing).

Posted: Fri Jun 09, 2006 3:14 pm
by George Gilbert
Thinking about it, there's another way to do this which will give the effect of attacking the tile 3 ahead (and, optionally, not any of the others inbetween).

As part of V0.39 there's a relay property of "alter the triggered actions location", so by passing the attack method through a chain of these relays you can change the place where the attack takes place.

For example, you could make your ATTACK_METHOD_LASER (or whatever!) call onto relay R1:

- Relay R1: moves the location forward 1 and triggers action A1 and relay R2
- Action A1: performs action ACTION_DAMAGE_MONSTER blah

- Relay R2: moves the location forward 1 and triggers action A2 and relay R3
- Action A2: performs action ACTION_DAMAGE_MONSTER blah

- Relay R3: moves the location forward 1 and triggers action A3
- Action A3: performs action ACTION_DAMAGE_MONSTER blah

This would mean that all 3 tiles ahead of the party got hit with the ACTION_DAMAGE_MONSTER action...

Posted: Fri Jun 09, 2006 10:29 pm
by Suule
Hmrrr a nice workaround, but is there a way of stopping it when it hits a monster though?