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multiple ammo types

Posted: 27 Jun 2012, 21:06
by o11c
Remember how we were going to implement multiple ammo types using onequip scripts, but ran into a problem with doubled bonuses?

Instead of unequipping immediately, schedule an event for 0 ticks, using 'addtimer'

Note that this requires an NPC to attach the event to, though.

For NPC events, the player must be on the same map UNLESS the NPC has a negative size.
The default size is 0 ...

The attached patch makes "-" NPCs have a negative size, so they can be used with events.

Re: multiple ammo types

Posted: 26 Feb 2013, 19:19
by LordDune
While you're on the subject, why do bone arrows have zero weight? They should at least weigh something!

Re: multiple ammo types

Posted: 26 Feb 2013, 22:06
by Frost
Lord Dune, if you have nothing to add to the discussion, add nothing.
Especially don't revive old threads with irrelevant talk.