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    phillip1756
  Thu Nov 03, 2016 10:59 pm
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I'm trying to make a evented ABS for my game and I've sort of figured out how to do it and detect if you're facing the target but is there a way to check like if there's another event in the way and things like that so you're not hitting every event in range that's infront of you?


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    coyotecraft
  Fri Nov 04, 2016 1:05 am
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I made this back in 2012, and it's more for projectiles.
http://www.mediafire.com/file/x3ntodcbx8onaxc/Magic.exe

You might have to reverse engineer what I was doing. I basically had a hit-detection (A script to compare event X&Y because it was cleaner/shorter) that would turn off whatever "Tool" I was using, in this case, a freeze ball that moved 5 spaces.


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    phillip1756
  Fri Nov 04, 2016 1:23 am
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coyotecraft wrote:
I made this back in 2012, and it's more for projectiles.
http://www.mediafire.com/file/x3ntodcbx8onaxc/Magic.exe

You might have to reverse engineer what I was doing. I basically had a hit-detection (A script to compare event X&Y because it was cleaner/shorter) that would turn off whatever "Tool" I was using, in this case, a freeze ball that moved 5 spaces.

thanks i'll take a look at it it sounds like it might help me, is it allowed for commercial use? the problem i had using pearl abs is i don't think you can use it commercially


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    coyotecraft
  Fri Nov 04, 2016 1:36 am
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Oh, it's not really something you plug and play.
Just a demonstration of event commands for Projectiles and Line of Sight.


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    phillip1756
  Fri Nov 04, 2016 2:11 am
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coyotecraft wrote:
Oh, it's not really something you plug and play.
Just a demonstration of event commands for Projectiles and Line of Sight.

it looks like it can do what I need it to do and it also supports enemy ranged combat which was another thing i couldn't think how to do, thanks for this :)


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    phillip1756
  Fri Nov 04, 2016 2:16 am
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coyotecraft wrote:
Oh, it's not really something you plug and play.
Just a demonstration of event commands for Projectiles and Line of Sight.

Is there a way i can do things like delays for slower weapons or multiple projectiles for things like shotguns?


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    coyotecraft
  Fri Nov 04, 2016 3:05 am
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The projectiles in this are just events. You control their movement like anything else through event commands. But its, you know, grid locked. You're not going to get any fancy bullet hell wave patterns doing it this way. S-curves or ricocheting bounce effects. Not without scripting.


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    phillip1756
  Fri Nov 04, 2016 5:46 pm
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coyotecraft wrote:
The projectiles in this are just events. You control their movement like anything else through event commands. But its, you know, grid locked. You're not going to get any fancy bullet hell wave patterns doing it this way. S-curves or ricocheting bounce effects. Not without scripting.

that's fine i think i've figured out the system and it works like more or less completely for what i was planning to do, remind me to credit you in the game


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