Total Members Voted: 183
I'll post it to the main topic as an alternative, though personally it's not my type. It is still dodge-able but only barely; you don't really have to aim, like if you do a side swing you can hit someone from the back of the sword without even looking at them.
Adding fancy explosions when sword projectiles collide together. [Might not even be possible]
At least they're fun and satisfactory to use.A single, randomised spread projectile is not going to cut it. The weapons should be more reliable than a basic gun since they are supposed to have pretty swell range and radius.
It's very possible, actually. Just a simple check whether or not is the opponent swinging the sword at the time can cause the effect to happen and damage to be blocked (depends on the weapon)
So, what exactly does this edit change?I don't follow..
It's not randomized though.
Yes it is?Spreading means that the projectiles will be slightly randomised in the direction they're going, meaning it's possible you will miss even though you aimed directly at your opponent.
the new radius function allows me to hit people through walls.edit: and if im standing on a platform above someone, it still counts as hitting them even if i'm not looking down towards them. my sword swings over their head, but they still get hit.
http://forum.blockland.us/index.php?topic=242211.0
i don't think that will work here. that works on explosions and such. this uses a different damage function and detection method that doesn't apply to that mod. thought a function similar to what that mod does (check a raycast from source->target) would fix this issue.as for the height difference, idk.
If I remember correctly there's a function for checking explosion coverage on a player or something.I may use that to either scale the damage or judge the hit.
Quick question, are gloves and bare hands together compatible? I was going to get all 2 styles and crystal warrior for a video I was going to make... You can only get this cookie if you answer!