Bomb Arrows.
#1
Posted 10 December 2008 - 10:11 AM
They even won tile of the week, back when we were still doing that.
Anyway, it would be seperate from the other arrows, much like fire/ice/light were in OoT. The nitty gritty of the item is that, when fired, it uses 1 arrow & 1 bomb. I'm assuming this is quite feasible and probably pretty easy so, I eagerly await the code, as well as the opportunity to toss it into the Script Database.
Thanks.
#2
Posted 10 December 2008 - 10:17 AM
The only problem is that you'd have to sacrifice having either bombs or superbombs in your quest for it to work properly.
The other alternative is to have LA:DX style bomb arrows, where the arrows 'pick up' the bombs as you shoot them.
I already wrote that one, if you want it?
#3
Posted 10 December 2008 - 10:32 AM
Though, I am curious as to what you mean by "pick up bombs". Please, clarify.
#4
Posted 10 December 2008 - 10:40 AM
I've made something similar in ZC.
If you drop a bomb anywhere and shoot an arrow at it, the arrow picks up the bomb.
The only slight problem is that the bomb still explodes at the end of its fuse time, rather than on impact, but there's nothing I can do about that (within reason).
#5
Posted 10 December 2008 - 10:50 AM
Sure, it'd still require scripting but..
#6
Posted 10 December 2008 - 10:58 AM
It's to do with how bomb weapons work in ZScript.
The only way to set the fuse length of a bomb is to change it in the item editor; you can't just change a value in the script.
Which means the only way to make a bomb that explodes when you want it to is to spawn a bomb with a fuse length of 3 frames.
It's a bit clunky, but it does work.
Point is though, it's only with bombs.
If you wanted to script a fancy boomerang or something, you don't have to sacrifice the current boomerang.
Anyway, I'll write this when I've finished pratting about with my pegasus boots script.
#7
Posted 10 December 2008 - 11:47 AM
#8
Posted 10 December 2008 - 11:56 AM
I'm sure there's some reason you can't do that, otherwise I wouldn'tve gone for the workaround.
I remember C-Dawg was making a fuss about it months ago.
Maybe _L_ added that recently and you couldn't do it before.
Hrm...
I'll have a look into it.
Would make life much easier.
#9
Posted 10 December 2008 - 01:02 PM
#10
Posted 10 December 2008 - 02:20 PM
Decreasing the bomb counter is something you can do directly via script, thankfully.
#11
Posted 12 December 2008 - 12:49 PM
#12
Posted 12 December 2008 - 01:56 PM
#13
Posted 20 December 2008 - 10:30 AM
Feels like I left it ages.
I know you said you didn't actually need it, but I was planning on doing it a bit earlier.
Anyway, here it is.
Turns out you don't need to sacrifice bombs or superbombs. Thanks to Lucas for that one.
#14 Guest_Meurlaut (Guest)
Posted 18 March 2009 - 05:51 PM
Could you not script an arrow that has a superbomb attached to it quite easily?
#15
Posted 18 March 2009 - 06:00 PM
All you'd gain from doing that though is that it'd trigger flag 11 as well as flag 6.
I 'spose you could keep the normal bomb item, and then use this as a substitute for the super bombs though; they're a pretty lame item anyway.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users