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-   -   Idea (https://forums.graalonline.com/forums/showthread.php?t=10968)

Warcaptain 09-02-2001 05:56 AM

Idea
 
ok here is something that really needs to be added:

testarrow(x,y)

thanks

Merlin 09-02-2001 05:59 AM

test arrow?

Jerom 09-02-2001 06:03 AM

Quote:

Originally posted by Merlin
test arrow?
For when arrows shot by a bow are put onto the level and reach a certain x/y...

Warcaptain 09-02-2001 06:05 AM

can be used to make a much much easier reflectarrow

Jerom 09-02-2001 06:06 AM

Quote:

Originally posted by Warcaptain
can be used to make a much much easier reflectarrow
If arrows could go diagonal, then I could make a pretty 1337 arrow puzzel :D
Not to mension traps would be alot better.

kyle0654 09-02-2001 06:24 AM

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.

Warcaptain 09-02-2001 07:14 AM

but maybe you only want to block at a single place

Cloud_X 09-02-2001 07:31 AM

Kyle is right kthx bye

wetferret1 09-02-2001 08:32 AM

:megaeek: He is right!

fuzie 09-02-2001 10:23 AM

wasshot is fine wit me thank you

Warcaptain 09-02-2001 01:02 PM

wasshot wont test an arrow..
it has nothing to do with it..

Tyhm 09-02-2001 01:25 PM

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.

fuzie 09-03-2001 02:29 AM

Quote:

Originally Posted by Jerom :If arrows could go diagonal, then I could make a pretty 1337 arrow puzzel
cant b/c some users wouldnt be able to have that function b/c u need a scelleration card or sumfin i 4get

Warcaptain 09-03-2001 12:56 PM

but wouldnt things be simpler if test errow would exist!

entravial 09-03-2001 01:24 PM

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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