I was going to add a gunpowder fuse to The Generic Wester Shoot 'em up game . Like a trail. Kinda like a powerline...didn't somebody put that as a challenge somewhere? I was thinking there would be lots of trials too. Example:
G = gunpowder
F = where fire starts
Before:
GGGGGGGGG F GGGGGGGGGGGGGGGGG
G G G
GGGGGGGGGGGG
After:
FFFFFFFFF F FFFFFFFFFFFFFFFFF
F F F
FFFFFFFFFFFF
Any ideas how to start the little chain reaction?
ID:154159
May 1 2002, 8:07 am
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May 1 2002, 9:47 am
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You could enter Darke Dungeon, leave trails of oil, and watch them ignite for inspiration. ;)
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Any ideas how to start the little chain reaction? obj/explosive proc/Ignite() if(icon_state != "ignited") icon_state = "ignited" sleep(2) for(var/obj/explosive/E in orange(src, 1)) E.Ignite() gunpowder dynamite Ignite() ..() //Add your own explosion consequences here |
In response to Gughunter
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Gah! it was so easy!
Heres a little fix, change sleep to spawn. Or else corners won't be lit up until after all of them are lit |
In response to Shadowdarke
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You can enter DarkeDungeon or are you joking?
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In response to Sariat
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Heres a little fix, change sleep to spawn. Or else corners won't be lit up until after all of them are lit I can't figure out why that would happen, but come to think of it, here's another fix: the dynamite's special handling should check to see if it's already ignited (just as the main Ignite() proc does) or you could get multiple explosions from a single stick of dynamite. |
In response to Exadv1
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Exadv1 wrote:
You can enter DarkeDungeon or are you joking? Nope, not unless I host a really old version. The problem with recoding something from scratch is that most of the excitement you had the first time through isn't there the next time through. The spreadable fire was one of the first things I got working in DD though. ;) |
In response to Shadowdarke
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You should make a demo of that. Making spreadable objects has always been tricky for me particularly because I never got a good system working. :)
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