Freedom Reborn

Freedom Force Forums => Scripting Forum => Topic started by: Tame Fisher on March 17, 2009, 06:42:56 PM

Title: Projectile Magnet?
Post by: Tame Fisher on March 17, 2009, 06:42:56 PM
I'm wondering if it's possible to create an attribute that literally draws projectiles towards the hero, even if they're aimed at and heading towards something else. I'd like to try something like this with my new El Diablo, so he can suck up flame projectiles and use them to energize himself or something. Anyone have anything like that up their sleeve?
Title: Re: Projectile Magnet?
Post by: stumpy on March 17, 2009, 08:18:23 PM
Good idea, but probably beyond the scripting hooks that the game gives us.

I don't think there is any way to change the direction of projectiles that have already been fired; the game doesn't deal with projectile physics that way.

And, unfortunately, we can't tell what type of damage a projectile can do. If we could, then we might be able to come up with a variation on the peace field attribute that affects only particular types of projectiles and has special effects based on that. But, alas...
Title: Re: Projectile Magnet?
Post by: DrMike2000 on March 18, 2009, 12:44:22 AM
Way back, I tried applying physics forces to projectiles, and it didnt work.
I then tried changing the projectile template to a GAME_OBJ_VEHICLE (whic does respond to physics) instead of whatever type it was, and the game crashed as soon as I used a projectile attack.

So yeah, another cool idea bit the dust :)

Title: Re: Projectile Magnet?
Post by: Epimethee on March 18, 2009, 12:50:15 AM
AFAIK (and I tried different ways over the years), you can't do much with projectiles: can't use knockback on them, change their speed, can't change their orientation, can't teleport hem... Apart from destroying them, your options are rather limited. Alas indeed.

Edit: ninja'ed by Dr. Mike
Title: Re: Projectile Magnet?
Post by: Gremlin on March 18, 2009, 02:15:26 AM
Destroying them, eh? Could you set it up so you could destroy certain projectiles that come too close to Diablo and he gets an energy boost from each one or some such? Could you, say, label some attacks as "fire_proj" or some such that the extended field could destroy?
Title: Re: Projectile Magnet?
Post by: Epimethee on March 18, 2009, 04:24:58 AM
Quote from: Gremlin on March 18, 2009, 02:15:26 AM
Destroying them, eh? Could you set it up so you could destroy certain projectiles that come too close to Diablo and he gets an energy boost from each one or some such?
This is possible, but you'll taget all incoming projectiles.

QuoteCould you, say, label some attacks as "fire_proj" or some such that the extended field could destroy?
Sadly not possible.
Title: Re: Projectile Magnet?
Post by: DrMike2000 on March 18, 2009, 07:50:51 AM
Yeah, this is basically what the ANTI-WAR ZONE attribute does from original FFX - it checks every projectile in range of the character, plays an effect on them, and destroys them.

I think one of my example character had a MELT BULLETS version in fact, as an alternative to the standard hippy flowers version.

You could add in other effects like returning a bit of energy to the user quite easily.

You're still pretty much stuck with a spherical effect in original FF, since you cant even retrieve a characters orientation reliably, but in FFvTTR you could check for projectiles in a cone in fornt of the character or something along those lines.