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Idea
ok here is something that really needs to be added:
testarrow(x,y) thanks |
test arrow?
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can be used to make a much much easier reflectarrow
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Not to mension traps would be alot better. |
Uh, I'd hate to tell you, but the chances of landing testarrow(x,y) on an arrow are slim to none. The x,y specified must be a nontransparent point on the object (arrow in this case). Arrows are too small for that. You should just use arrow indexes and stuff.
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but maybe you only want to block at a single place
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Kyle is right kthx bye
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:megaeek: He is right!
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wasshot is fine wit me thank you
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wasshot wont test an arrow..
it has nothing to do with it.. |
I think the effect you seek can be mimiced by a for/next arrows[this.i] loop, or possibly wasshot and that hitpower variable...but I've never used it.
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but wouldnt things be simpler if test errow would exist!
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Use a for loop...
And arrows[i].x/arrows[i].y... Like, say... *scripts up something in five seconds* if (playerenters){ toweapons Useless Thingy; } if (weaponfired){ for (i=0;i<arrowscount;i++){ if (arrows[i].x=1 && arrows[i].y=1){ reflectarrow i; } } } Or something... *shrugs* |
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