Blockland Forums > Suggestions & Requests
Custom weapon eventing
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lordician:

--- Quote from: Slugger on May 07, 2010, 11:48:13 PM ---This would be impossible.

--- End quote ---
Why?
Space Guy:
Adjusting the fire rate or method (e.g. click lots like gun, hold down like bow) would be annoying, hard or impossible depending on the flexibility of weapon images.

Weapon->setModel is impossible without using loads of new datablocks for every kind of weapon you want. They'd also all be the same colour since you can't adjust the colorshift of one person's weapon versus another.

Weapon->spawnEmitter is likely to be impossible unless you preset two or three emitters in the code and then only those ones can be used.

Some kind of "playAnimation" would be possible but not at the same time as the emitters one.

Adjusting the projectiles is possible.

I'm not sure how you'd attempt "Weapon->spawnProjectile" but it might work with some hacky script object type things.

I had an idea a while back for something similar to this (never posted it though) some kind of events item used like the Pill rather than a weapon, so you could have "onPillUsed -> Player -> setPlayerScale" or whatever.
heedicalking:

--- Quote from: Space Guy on May 08, 2010, 07:35:35 AM ---"onPillUsed -> Player -> setPlayerScale" or whatever.

--- End quote ---
How would that work with bricks though? That is why my idea of field events would be useful.
Space Guy:
It would work on a special item linked to the brick when you pick it up.
lordician:

--- Quote from: Space Guy on May 08, 2010, 07:35:35 AM ---Adjusting the fire rate or method (e.g. click lots like gun, hold down like bow) would be annoying, hard or impossible depending on the flexibility of weapon images.

Weapon->setModel is impossible without using loads of new datablocks for every kind of weapon you want. They'd also all be the same colour since you can't adjust the colorshift of one person's weapon versus another.

Weapon->spawnEmitter is likely to be impossible unless you preset two or three emitters in the code and then only those ones can be used.

Some kind of "playAnimation" would be possible but not at the same time as the emitters one.

Adjusting the projectiles is possible.

I'm not sure how you'd attempt "Weapon->spawnProjectile" but it might work with some hacky script object type things.

I had an idea a while back for something similar to this (never posted it though) some kind of events item used like the Pill rather than a weapon, so you could have "onPillUsed -> Player -> setPlayerScale" or whatever.

--- End quote ---
Hmm, sadly, not fully possible i see?

Well, perhaps it wasn't a good idea to determine the model.
-Default custom weapon model= printer
-SpawnProjectile : Just from the Muzzlepoint
-SpawnEmitter : Sets an emitter and after the time determined behind it it goes back to sending out no emitter. (Possible like this?)
-PlayAnimation could be done with bot events.
For example: OnCustomWeaponFire-Player-PlayAnimation-[Default player animation here]
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