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 Post subject: Bow/Arrow Weps
PostPosted: Thu Jul 05, 2012 7:01 am 
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Merged into other LIB - can now be found here :
viewtopic.php?f=13&t=469


Last edited by Curtis on Sun Dec 16, 2012 9:02 am, edited 45 times in total.

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 Post subject: Re: Bow / Arrow Weps Lib
PostPosted: Sat Jul 07, 2012 7:21 am 
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kudos, this is looking good :) BTW your raining moles is awesome :)

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 Post subject: Re: Bow / Arrow Weps Lib ( Final )
PostPosted: Wed Jul 11, 2012 2:30 pm 
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one thing i noticed is that its easy to trap yourself under infinity longbow arows if you dont have any more explosives. maybe add fire punch?

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 Post subject: Re: Bow / Arrow Weps Lib ( Final )
PostPosted: Thu Jul 12, 2012 4:32 am 
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Twicken I added another bolt so if you get trapped you can also attack ( assuming you ahve sum left xP )


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 Post subject: Re: Bow / Arrow Weps Lib ( Added Windy Arrow )
PostPosted: Fri Jul 27, 2012 2:05 pm 
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oo updates :) ill have to check out the new bows

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 Post subject: Re: Bow / Arrow Weps Lib ( FIXED )
PostPosted: Sun Jul 29, 2012 11:17 pm 
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Curtis wrote:
REMINDER: the scheme included uses Rubberworm and the gravity is set at 0.1 ("/gravity1").
If you wish to use the scheme on different maps other than the ones included then
set the grav to normal ("/gravity12) and that way the arrows will all fall to gravity
with the exception of normal arrows (Longbow arrows). The reason the grav is set
so low is because in PX Map Editor one gigantic forcefield covers the entire map with
Y=25 which is why the longbow arrows fall to gravity and also why rubberworm grav was
needed to compensate. If you want the longbow arrows to fly farther then simply lower the Y
value in PX Map Editor.

hm? first, what happened to the GravityFactor, and second, forcefield? :shock: what for


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 Post subject: Re: Bow / Arrow Weps Lib ( FIXED )
PostPosted: Mon Jul 30, 2012 3:09 pm 
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hm? first, what happened to the GravityFactor, and second, forcefield? what for


Steps - The only way i could make the longbow arrows fall to gravity was to create a forcefield with map editor that is basically the whole siz of the map.........but if rubberworm grav is normal and the forcefield exists then worm's dont jump very high so rubberworm is set at very low grav, it just kinda evens it out......Gravity Factor - hmm I'm not sure what you mean......I'm not very skilled with the scripting yet but If there is a way to change longbow gravity within the LIB i would love to hear it....although when grav is affected by rubberworm and Px MapED you get these really cool slow motion death animations.....


Last edited by Curtis on Sun Nov 03, 2013 10:21 pm, edited 1 time in total.

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 Post subject: Re: Bow / Arrow Weps Lib ( FIXED )
PostPosted: Mon Jul 30, 2012 3:19 pm 
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Curtis wrote:
Gravity Factor - hmm I'm not sure what you mean

Image

Image

Curtis wrote:
oh btw Steps this whole scheme was built from your "Crazy Jumps" scheme lol.....

ölolol such an old stuff :oops: :D


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 Post subject: Re: Bow / Arrow Weps Lib ( FIXED )
PostPosted: Tue Jul 31, 2012 9:20 am 
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You can''t change the gravity for normal longbow arrows with the scheme eidtor......thats why i usd the forcefields StepS.....


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 Post subject: Re: Bow / Arrow Weps Lib ( FIXED )
PostPosted: Tue Jul 31, 2012 10:41 pm 
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Curtis wrote:
You can''t change the gravity for normal longbow arrows with the scheme eidtor......thats why i usd the forcefields StepS.....

normal longbow arrows don't fall until end anyway ;)
in any case you can override void CArrow::Message to give them any behavior (changing speeds at will, GravityFactor, etc, etc). Thankfully arrows are a CGObject when flying (unlike dragonballs or flames, for example), so pretty much about usual objects works for them.


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