Heh, sorry about that, but thanks for putting up with it all, finally got it to work.
Noxid said:For one, zero velocity bullet is just about the easiest thing. Just don't give it a velocity
Sounds easy enough, almost too easy.Noxid said:The only easy way to make it not die on contact would be to give it lots of 'hits' which would get applied one hit per contacting enemy per frame. If you gave it a bajillion hits and only made it last one frame or so though, that could keep it from wiping out anything it touched.. if that's feasible.
Then would the bullet.hitrect be easily modified for a single type of bullet? Probably a dumb question, I have a nagging feeling I should know the answer already... But my brain feels like milk today and my neck is doing it's best to snap off.Noxid said:Collisions are rectangle-based, so if npc.hitrect and bullet.hitrect overlap then a collision is registered. Splash damage is caused by a hitrect larger than the visible sprite.
Noxid said:Falling blocks, um... let's see... the generator is at NPC294... generates NPC0x117 (279)... nonstatic parameters of xPos, yPos and Direction, so Direction determines size during initialization phase of object AI, and the entity doesn't appear to modify its damage internally. Does that answer your question?
Sounds like you're having fun.Noxid;116770 said:Boy I sure do love merging a hundred finity threads a day because people don't know how to search function and/or read the names of the first five threads in the forum they're posting in