keeperfx
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Additional [SHOT] properties: Shot create Shot, shot origin, more...
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[ ] Bug? Beams and fire breathe dont respect pushback factor.
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[ ] ; requesting a additional firelogic type, 6. Logic used when firing the shot. ; 0 Default. ; 1 Beam, used for lightning and drain. ; 2 Breathe, used for flame breath. ; 3 Hail, used for Hail storm. ; 4 Lizard. ; 5 Volley, similar to default but it fires multiple shots one by one. ; 6 Hail Volley, fires multiple Hailshots shots one by one. FireLogic = 6
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[ ] Allow SHOTS to launch other SHOTS upon death, from the origin of the original SHOT. I suspect this would retain previous shots target and owner. HIT_SHOT = use shot name for the input HIT_SHOT_COUNT = the number of shots to spawn HIT_SHOT_ANGLE = from the angle of the original shot. if field is empty, shot takes original shots aim direction
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[ ] Allow to adjust origins of the SHOT based on the attack origin of the creature. SHOT_X, SHOT_Y SHOT_Z
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[ ] Allow adjustable beam arch, a straight or very wobbly beam.
BEAM_ARCH = 100 -
[ ] Also allow for the beam to have adjustable spread too, for less than perfect aim.
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[x] There appears to be a SYMBOLSPRITES limit of 128. please increase it. Request approved and added! https://github.com/dkfans/keeperfx/pull/3176
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[x] A additional sound + effect for shots. like... Hitanythingsound = 0 0 HitanythingEffect = 0 0 0 0 (functions like ExplosionEffects = 0 0 0 0 without limits) Something that is played and emitted regardless of what surface the projectile hits, and acts as a secondary to the listed effects below. This would omit using all these functions from the script keeping it clean and compact. HitCreatureEffect = 0 HitCreatureSound = 0 0 HitWallEffect = 0 HitWallSound = 0 0 HitDoorEffect = 0 HitDoorSound = 0 0 HitHeartEffect = 0 HitHeartSound = 0 0 HitWaterEffect = 0 HitWaterSound = 0 0 HitLavaEffect = 0 HitLavaSound = 0 0
I think of these requests the shot-creating-shot one would have the most fun applications.
HitanythingEffect = 0 0 0 0 (functions like ExplosionEffects = 0 0 0 0 without limits)
This request you want I'm not sure to get the point, you ask for a clone that will do the same thing?
ExplosionEffects already happen whenever the shot explode, so when it hits anything, right?
if im not mistaken, ExplosionEffects only function when areadamage is used. without it, projectiles will just vanish on impact. video demonstration : https://discord.com/channels/480505152806191114/1083906845502091326/1225862137360945214
what im asking for, is something similar, that will always execute the effect and sound upon impact regardless of what it hits. a 1 for all type of thing. Right now we are also having to result in using that massive list of effects and sounds for each impact type, just to execute the same effect on each, Which i do appreciate, but is overkill.
I think if you give area range it's enough for the explosion effects to happen, but I could be wrong. 🤔
But if not, basically copy paste the ExplosionEffects code and make it happens regardless of area damage, right?
Even YM double confirmed for me that ... ExplosionEffects alone does nothing on either traps nor creatures so even if they work on creatures, traps are still the exception. he also confirmed that "... HitCreatureEffect also spawns on hitting traps" which is kinder wrong and misleading. HitDoorEffect = HitDoorSound = should be the properties traps use.
but yes, if its not a problem for you guys, a copy of ExplosionEffects with sound for something that hits everything would be useful. and at the very least, adds a additional layer to the other properties effects.