Alright so, I got this idea from the FSA game.
When you use something such as the fire rod, or the lamp on a burnable object (Grass, flowers, bushes, etc), it would spread to nearby "Burnable" objects.
So basically, I want the same thing. What I'm looking for is this:
if Link->Lweapon(LW_FIRE) collides with the bush, flower, or tall grass combo type, draw a LW_FIRE over that combo. Wait ~1/3 of a second, LW_FIRE disappears from the first burned combo, which is changed to a "Burned" combo, and check all adjacent combos to see if they are a bush, flower, or tall grass. If true, spread to that combo. Continues until all adjacent, burnable combos are "Burned".
I'd do this myself, but I have absolutely no idea how it would be best to implement this. Plus, I need it to work for multiple CSets, and I'm a bit rusty on my ZScript.
Any takers?
Chain burning
Started by
Master Maniac
, Jun 03 2010 02:57 PM
1 reply to this topic
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users