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Re: model shoot [Re: tek] #80119
07/03/06 10:53
07/03/06 10:53
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
Expert
Xarthor  Offline
Expert

Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Alright about your other question (let them fly into different directions).

At the moment the code turns all arrow the way the creator is facing.
Now either you turn the creator in WED to let them fly the same way.
Or we can also script it.
However I just realized that you'll need a better turning command.
Caus at the moment the code only adjusts the pan value.
Here is the new one: (just the arrow_creator action needs to be replaced)
Code:

action arrow_creator
{
my.invisible = on;
my.passable = on;

my.skill1 = 0;

while(!my.skill1) //get rid of this entity by setting skill1 to 1
{
you = ent_create(arrow_str,my.x,arrow_act);
vec_set(you.pan,my.pan); //let the arrow face the same way
sleep(5); //wait 5 seconds
}

wait(1);
ent_remove(me);
}



Re: model shoot [Re: Xarthor] #80120
07/03/06 15:44
07/03/06 15:44
Joined: May 2005
Posts: 222
T
tek Offline OP
Member
tek  Offline OP
Member
T

Joined: May 2005
Posts: 222
great, it worked my flying arrow is finally complete thank you so much Thunder.
Now I can make rolling boulders in another level and other obstacles.

Re: model shoot [Re: tek] #80121
08/16/06 03:17
08/16/06 03:17
Joined: May 2005
Posts: 222
T
tek Offline OP
Member
tek  Offline OP
Member
T

Joined: May 2005
Posts: 222
I hate to bring this up but just one thing really small, the arrow when it hits the wall is still there and it slows down the game a little especially when many arrows hit the wall.
I have tried to do it myself but could not.

I know the code has this.

//hit a wall?
if(event_type == event_block)
{
my.skill1 = 1; //remove me
}

but it just doesnt seem to work, is there something else I could try ?

Last edited by tek; 08/16/06 03:25.
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