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EffectBeam - deal damage?


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9 réponses à ce sujet

#1
Buddywarrior

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I'm wanting to make a steady beam and if a player crosses that beam, they take damage. I've got the beams working just great, but unsure how to add damage if it's even possible.

 

 

 



#2
Tchos

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Well, an alternative would be for the beam to be purely the visual component, and the actual damage caused by a trigger in the same place.



#3
WhiZard

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Another route is to use the perception event to track when the object at the other end of the beam is no longer seen by the creature producing the beam.



#4
MagicalMaster

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Could also check an AoE along the path of the beam using either SpellCylinder or a series of circles along the path and do this checking every half second or something to see if something is actually in the beam.  I do something like this in Siege for the Succubi Trio fight.



#5
FunkySwerve

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Triggers. We have a couple setups like this. Only real trick is checking to see if there's a beam effect applied to whatever object before applying trigger damage. I'll post code when I get home.

 

Funky



#6
MagicalMaster

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He might be trying to do this on the fly, Funky, between any two locations -- meaning he can't pre-paint triggers in the toolset.



#7
Baaleos

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GetFirst/NextObjectInShape

 

use Shape Cylindar - you might be able to set it narrow enough that it acts like a beam.

 

You would need to use a pseudo hb to make it fire rapidly enough, to hit something that crosses its path.



#8
Buddywarrior

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Thanks for the reply guys. All options would work depending on the need, I was wanting to use the beams like walls that force a player in a certain direction. Think Tron Light Bikes and the walls of light that cause damage when touched. I'm not sure if there is a way to make it as dynamic as I would like while maintaining accuracy. 



#9
FunkySwerve

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Sorry for the delay in posting. Here's the onenter script of an area that has bea posts for lasers, and a lever, past the lasers, that can disable them:

 

http://pastebin.com/vS8ibGdV

 

I know it's likely going to be hard to understand without seeing the area, so please feel free to ask any questions you may have.

 

Funky



#10
Buddywarrior

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Thanks for the suggestion Funky, I'll give it a go!