Classic Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

Graal the Adventure 2004 is now on Graal Reborn! | Introducing Project GrailWay

Author Topic: Bombs and Gravity  (Read 2120 times)

0 Members and 1 Guest are viewing this topic.

maximus_asinus

  • GC
  • Jr. Member
  • **
  • Posts: 60
    • View Profile
Bombs and Gravity
« on: September 04, 2016, 06:19:25 PM »

As a player and host, I sometimes feel like NPCs should be impacted by the gravity NPC the same way players are. A placed or thrown bomb should immediately drop if not supported by a blocking tile. Having the option to even toggle this during events could make stage building a lot more interesting.
Logged

Skyzer

  • Zolderon
  • TCG Committee
  • Full Member
  • *
  • Posts: 222
    • View Profile
Re: Bombs and Gravity
« Reply #1 on: September 04, 2016, 10:35:07 PM »

Nope.
Logged
I'm lazy.

Racil

  • Development
  • Full Member
  • **
  • Posts: 142
  • Archon
    • View Profile
Re: Bombs and Gravity
« Reply #2 on: September 05, 2016, 03:14:05 AM »

Would be nice as an option. But it probably would require lots of scripting?
Logged

maximus_asinus

  • GC
  • Jr. Member
  • **
  • Posts: 60
    • View Profile
Re: Bombs and Gravity
« Reply #3 on: September 05, 2016, 08:43:45 AM »

Would be nice as an option. But it probably would require lots of scripting?
I wouldn't think so, unless we wanted bombs to behave exactly like people. I think just having them fall when they're place or when they land after they're thrown would be good enough, and that would be as simple as a wall check.
Logged

Thor

  • Manager
  • Sr. Member
  • ****
  • Posts: 452
  • The Higher Power
    • View Profile
Re: Bombs and Gravity
« Reply #4 on: September 05, 2016, 01:23:27 PM »

The issue here is that bombs (and the placement of their explosions) are Serverside, whereas movement / wall detection etc is Clientside.

Prior to the wipe I made fully Clientside bombs where this would have been "achievable", but they didn't work very well for a host of reasons.
Logged

PoJo

  • (zorbi)
  • Jr. Member
  • **
  • Posts: 88
  • wahaha
    • View Profile
Re: Bombs and Gravity
« Reply #5 on: September 06, 2016, 09:40:44 AM »

but if bombs reacted to gravity, you couldn't use them as stepping stones
Logged

Racil

  • Development
  • Full Member
  • **
  • Posts: 142
  • Archon
    • View Profile
Re: Bombs and Gravity
« Reply #6 on: September 06, 2016, 10:17:40 AM »

but if bombs reacted to gravity, you couldn't use them as stepping stones
That is why it should've been an additional option, not default.
Logged

maximus_asinus

  • GC
  • Jr. Member
  • **
  • Posts: 60
    • View Profile
Re: Bombs and Gravity
« Reply #7 on: September 06, 2016, 05:17:56 PM »

I originally envisioned this as an option for Fort Builder. I was thinking of making Plinko style levels where a person from the top of the level would drop bombs down onto players below. When a player below was killed, they would get the option to go on top and help rain bombs.

It might just be that this deserves an event of it's own with a custom bomb.
« Last Edit: September 07, 2016, 07:28:26 PM by maximus_asinus »
Logged

PoJo

  • (zorbi)
  • Jr. Member
  • **
  • Posts: 88
  • wahaha
    • View Profile
Re: Bombs and Gravity
« Reply #8 on: September 07, 2016, 11:25:30 AM »

Your plinko idea could work with people shooting arrows, and just make the blocks destroyable with arrows

Less plinko more space invader
Logged

Ranger

  • Graal Help
  • Full Member
  • **
  • Posts: 198
  • GH Admin
    • View Profile
Re: Bombs and Gravity
« Reply #9 on: September 13, 2016, 04:23:24 PM »

Instead of making something custom like that, just make it so that Fireblast is enabled instead of some fancy arrow.  I'm pretty sure Fireblast is working in it's current state.
Logged