Oct 10, 2006 at 3:11 PM
Join Date: Jun 18, 2006
Location: Montreal, Canada
Posts: 581
Age: 40
@Slife:
Nor do islands fly. Nor is it possible for monsters to form a working ecosystem in an abandonned factory with no food or water. Nor can people jump 3x their height. Nor can guns have infinit ammo. Nor is a gun that shoots rocks at machine-gun speeds feasible. It's not like this is the real world, after all.
@Slife 2:
There is no scripting for weapons. It's all code. So you can basically do anything you want - so long as the changes aren't TOO big to the game engine. What you describe is possible, so long as an appropriate entity exists both for weapons and entitites.
Ideally, you would simply spawn two objects: the weapon itself, and in the weapon's code, have a one-time execution that spawns an entity that behaves just like a weapon would (a simple CALL instruction to the appropriate code is all it takes.) Wether there's any reason why you'd want to create a weapon that hurts the player or not though, you have to ask yourself if it's worth the effort.
Nor do islands fly. Nor is it possible for monsters to form a working ecosystem in an abandonned factory with no food or water. Nor can people jump 3x their height. Nor can guns have infinit ammo. Nor is a gun that shoots rocks at machine-gun speeds feasible. It's not like this is the real world, after all.
@Slife 2:
There is no scripting for weapons. It's all code. So you can basically do anything you want - so long as the changes aren't TOO big to the game engine. What you describe is possible, so long as an appropriate entity exists both for weapons and entitites.
Ideally, you would simply spawn two objects: the weapon itself, and in the weapon's code, have a one-time execution that spawns an entity that behaves just like a weapon would (a simple CALL instruction to the appropriate code is all it takes.) Wether there's any reason why you'd want to create a weapon that hurts the player or not though, you have to ask yourself if it's worth the effort.