AAGHHHH! PARALYZING WEAPONS!!!!
Moderator: Moderators
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
I'm bumping this, because I saw an idea I liked:
we could have:
> weapons which spawn other weapons e.g clusterbombs,
> mixed modes of damage e.g paralyse + normal damage
> new damage types - such as gradual damage over time, instant capture devices or weapons which turn your unit pink, and force it to dance dammit dance!
The only problem I can see from using this, is it could cause a lot of slow down calling lots of scripts for each impact, particularly for rapid fire weapons.
In spite of this, its still a phoenominal idea that would give you modders so much freedom to make very interesting mods. I don't see why this hasn't been given priority given the huge effect it could have.
If we had a tdf file tag, such as: customDamageScript = scriptname.lua,If they could also generate Lua calls it'd be even more powerful.
we could have:
> weapons which spawn other weapons e.g clusterbombs,
> mixed modes of damage e.g paralyse + normal damage
> new damage types - such as gradual damage over time, instant capture devices or weapons which turn your unit pink, and force it to dance dammit dance!
The only problem I can see from using this, is it could cause a lot of slow down calling lots of scripts for each impact, particularly for rapid fire weapons.
In spite of this, its still a phoenominal idea that would give you modders so much freedom to make very interesting mods. I don't see why this hasn't been given priority given the huge effect it could have.
Something like:
?
NOTE: Already exists in 0.75b2 (or SVN, I forget
)
Code: Select all
function gadgetHandler:Explosion(weaponID, px, py, pz, ownerID) -> bool noGfx
NOTE: Already exists in 0.75b2 (or SVN, I forget
