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Bomberman Event Help
Author Message
Khaos
Master
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Posts: 595
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Post: #11
RE: Bomberman Event Help
Bomberman; flames go through walls on the new versions. If you don't want that... script checks in your flame effect/dmg code.
05-01-2012 11:03 PM
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Alias
Journeyman
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Posts: 107
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Post: #12
RE: Bomberman Event Help
I have made something like this but dunno how to stop flames go through walls ..

[ITEMDEF i_bomber_dynamite]
NAME=Dynamite
ID=01772
TYPE=T_NORMAL
VALUE=1000
WEIGHT=1

On=@Create
Attr=010
COLOR=0486
TIMER=1
MORE1=3

ON=@TIMER
TIMER=1
MORE1 -=1
SAY @155 <eval <more1>+1>
IF <MORE1>==0
SERV.NEWITEM=i_fire_column2
NEW.P=<p>
NEW.move=-2 0 0
new.removeboxes
SERV.NEWITEM=i_fire_column2
NEW.P=<p>
NEW.move=-1 0 0
new.removeboxes
SERV.NEWITEM=i_fire_column2
NEW.P=<p>
NEW.move=0 0 0
new.removeboxes
SERV.NEWITEM=i_fire_column2
NEW.P=<p>
NEW.move=1 0 0
new.removeboxes
SERV.NEWITEM=i_fire_column2
NEW.P=<p>
NEW.move=2 0 0
new.removeboxes
SERV.NEWITEM=i_fire_column2
NEW.P=<p>
NEW.move=0 1 0
new.removeboxes
SERV.NEWITEM=i_fire_column2
NEW.P=<p>
NEW.move=0 2 0
new.removeboxes
SERV.NEWITEM=i_fire_column2
NEW.P=<p>
NEW.move=0 -1 0
new.removeboxes
SERV.NEWITEM=i_fire_column2
NEW.P=<p>
NEW.move=0 -2 0
new.removeboxes
REMOVE
ENDIF
ENDIF
RETURN 1
05-01-2012 11:18 PM
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jeem
Apprentice
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Post: #13
RE: Bomberman Event Help
I'm assuming your walls are dynamic items not statics.

Code:
[function checkforitems]
foritems 0
   if <baseid> == i_bomberman_box
      return 1
   endif
endfor

on=@timer
...
SERV.NEWITEM=i_fire_column2
NEW.P=<p>
NEW.move=-2 0 0
if <new.checkforitems>
   new.remove
endif
new.removeboxes
...
05-02-2012 07:08 AM
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Alias
Journeyman
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Post: #14
RE: Bomberman Event Help
This one won't work so well, but tyvm everyone who help me ! Wink
05-02-2012 08:36 PM
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