multiple ammo types
Posted: 27 Jun 2012, 21:06
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.
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.