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Bomberman Event Help - Printable Version

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+--- Forum: General Help (/Forum-General-Help)
+--- Thread: Bomberman Event Help (/Thread-Bomberman-Event-Help)

Pages: 1 2


RE: Bomberman Event Help - Khaos - 05-01-2012 11:03 PM

Bomberman; flames go through walls on the new versions. If you don't want that... script checks in your flame effect/dmg code.


RE: Bomberman Event Help - Alias - 05-01-2012 11:18 PM

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


RE: Bomberman Event Help - jeem - 05-02-2012 07:08 AM

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
...



RE: Bomberman Event Help - Alias - 05-02-2012 08:36 PM

This one won't work so well, but tyvm everyone who help me ! Wink