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In Engine/Actor Project
Posted: Thu Jan 20, 2011 6:22 pm
by edge2054
I think line 259 is supposed to be..
Code: Select all
local initial_dir = lx and util.getDir(lx, ly, rx, ry) or 5
So cones can be projectiles.
Re: In Engine/Actor Project
Posted: Thu Jan 20, 2011 6:27 pm
by edge2054
Or maybe not, still playing with it. Projectile speed 1 cone still hits every actor as soon as it's cast.
Re: In Engine/Actor Project
Posted: Thu Jan 20, 2011 7:31 pm
by Final Master
I would assume - if possible - to make cones be like a wave - an expanding AOE.
That way we really have several unique AOEs
Bolt - Projectile - Travel until impact with solid object - Affects 1
Beam - Instant - Affect all within range
Ball - Instant - Drop-able with a radius AOE - Affects all in radius
Cloud - Persistent - Drop-able like a Ball but persists - Affects all in radius over duration
Wave [Tidal Wave] - Persistent - Drop-able Ball with expanding AOE - Affects all within new AOE
Cone [current] - Essentially a stretched Ball
Cone [proposed] - Expanding Wave [so we actually have 2 waves and 2 balls instead of 1 wave and 3 balls]
Re: In Engine/Actor Project
Posted: Thu Jan 20, 2011 7:59 pm
by edge2054
Well I think I can do this with a map effect, basically a cone shaped Tidal Wave, but then it would just be an expanding map effect and it really shouldn't effect targets in grids it's already 'passed over'.
If I can't get it to work it's no big deal though, it's not essential to the effect I just thought it might be neat.