Bumbleson on 15/8/2002 at 18:03
ShadowTaffer, you're right. I just tried to enter DE with the old Netscaepe 4.7 browser and apart from the page looking weirdly scrambled, the menus at the top don't show up! :o
Hm, maybe Netscape 4.7(5) is too old for the web stuff used on that page? I changed to IE long ago because of the many bugs of Netscape, but I think Netscape 6 should also do.
[EDIT] Looks like it's a Javascript issue, but I'm baffled as to what might cause the incompatibility. The menus are made with the CoolMenus script, as the HTML source says, but the author's site lists all Windows Netscape versions newer than 4.0 as fully compatible. Versions 4.7 and 4.75 are listed as having been tested successfully by users. On the other hand, DE is using version 3.02 of CoolMenus and the compatibility list was made for version 4... [/EDIT]
Telliamed on 16/8/2002 at 08:05
Quote:
Originally posted by Dark Arrow ... blah-blah-blah...
Now click on the Edit Shape button. From Contact Types remove Collision and select From in Inv. The box should now be:
Contact Types: Frob in Inv
:wot:
/me *WHAP*s himself
Ugh... I
hate overlooking simple things like that. Now I've gotta go back and redo my crate-dispenser without CloneContactFrob. :sweat:
Telliamed on 17/8/2002 at 09:17
Quote:
Originally posted by Hit Deity Has anybody else experimented with the FireShowerShot? :eek: Good lord, what were they thinking?! That thing's dangerous! :o Try setting one off over some water. :cheeky:
Beltzer on 25/8/2019 at 10:01
I followed Dark Arrow's guide here. How do i do if i would not harm the ai's with the shots? I have it set up so it trigger something else.
R Soul on 25/8/2019 at 12:18
You'll need to create a new 'shot' archetype. The example in the tutorial in 3.2 is firebolt, which is not a good choice.
It helps to understand how an object 1 can damage object 2: If object 1 has a source for FireStim and object 2 has a receptron for FireStim, the 'effect' of the receptron can be to cause damage to its object.
If that makes sense, it should now be clear that you need to create a new archetype inside 'Projectile'. You will also need to create 2 custom stims (section 1 - 1.2) - one for frobbing the scroll and one for collision from the projectile.
Two examples:
1. A firebolt doesn't actually have a FireStim source. Everything in the 'Projectile' section of the hierarchy inherits the property 'Collision Type: Slay On Impact'. firebolt has a 'Corpse' link to another archetype, 'FireBoltExplosion', and that's the one with the FireStim source. If you look at that source's properties, you'll also see the propagator is 'radius', which means there doesn't have to be a direct hit for the firebolt to cause damage.
2. A broadhead doesn't use the 'corpse' link, but the archetype itself has a 'PokeStim' source. Propagator: Contact, so a direct hit is required.
The best one to copy depends on your requirements. It's easier to use a 'contact' source on the projectile itself. You can use an invisible 'target' object with a large size if you want to make things easy for the player. If you go with the 1st example, be aware that the 'explosion' (or 'splash'/'cloud') archetype should also use Tweq > Delete... so it doesn't hang around forever.
Beltzer on 25/8/2019 at 12:53
Thank you very much for that explanation. I got it now.