question on archery

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Xuri
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Post by Xuri »

You can create as many custom bows, composite bows, horseman's bows, yumis, elven longbows, magical shortbows, crossbows, heavy crossbows and repeating crossbows as you want, each with it's own ammo type (bolts, arrows, black pearls, monster-statues, wooden floor tiles, etc.) and color, and missile effect (id, color, rendermode).

Also, worth noting is that the sound-effects are still hardcoded too.
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Xuri
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Post by Xuri »

Oh, also - Fukiya blowguns (from Samurai Empire expansion).
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Post by dragon slayer »

your such a pickle :) smurf. i will love it when comes out. :)

I'm just enjoying some nice scripting time untell then
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Post by John »

Can't believe I didn't see this post until now. I remember back in old UOX days there was a scripted cannon that shot cannon balls. I was thinking about creating dfn for the cannon sometime with deed. After trolling many websites like uoguide, uostratics, etc.. I noticed they have on live where you can put cannons in your homes and mounted to your ships. My question is, could these ammo and ammofx tags you created be used for scriptable cannons?

I was thinking about player double clicks any open flame lightsource and targets a cannon to fire it. How awesome would ship to ship combat be with cannons :)
Last edited by John on Thu Jan 09, 2014 6:18 am, edited 1 time in total.
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Xuri
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Post by Xuri »

You couldn't do it through the ammo/ammofx tags, as those are only for archery weapons, but it most certainly sounds possible to do through javascripting. Attach double-click script to all fire-sources, if target is a (loaded) cannon, fire it. The targeting stuff (who does it hit?) might be a bit more tricky, but..
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Post by John »

I'm mostly focusing on getting all house addon's and deeds put into working dfn right now, but I've been looking at the jsdocs page and it might be possible. I will have to look deeper into the cannon thing later on. Off the top of my head I was thinking something like:

1. Double click a light source on cannon.
2. Cannon checks if another boat id is inrange.
3. A random check is made to see if cannon fires or duds out.
4. If it fires, an animation at end of cannon displays (fire or explosion).
5. Boats don't take damage but code it somehow so everyone on the opposite boat deck takes explosion damage and display the explosion potion animation.

Part 5 would take some time I think. Maybe map out the walking spaces on a boat deck into javascript and when part 5 happens check the spaces on the boat deck to see if a player is standing on that space.. if so they take damage.

I dunno. Eventually I hope to get deeper into javascript. But like I said my current mission is more complete dfn files that UOX3 is missing.
Last edited by John on Thu Jan 09, 2014 6:18 am, edited 1 time in total.
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Post by dragon slayer »

You could just make it do damage to the one you target. maybe ill add this to my list of js functions. see what i can come up with
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