Detect Fireball

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SharinaDarkstar
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Joined: Fri Jun 29, 2012 1:47 pm

Detect Fireball

Post by SharinaDarkstar »

Hi All,

How do I detect a fireball passing over a square, destroy it and send it off in a different direction. IE: A teleporter like in Dungeon Master that turns fireballs 90 degrees. Bear in mind that I can't use a receptor for two reasons:

1) The teleporter is in the middle of a room. A receptor must be on a wall. I've tried putting the receptor on a wall and then removing the wall to leave the recepter floating in the middle of the room, but the receptor isn't triggered when the fireball passes through it.
2) Even if I redid the puzzle so the fireballs turn at walls, the receptor is only triggered when the fireball explodes - so the fireball would visually explode and a new one fire off from a spawner in another direction, rather than just turning.

At the teleporter:

1) The original fireball must be destroyed
2) A new fireball spawns in another direction.

Thanks for any help.
flatline

Re: Detect Fireball

Post by flatline »

This is EXACTLY what I've been doing, but with arrows instead of fireballs. Haven't succeeded in detecting them mid-flight yet though
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akroma222
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Joined: Thu Oct 04, 2012 10:08 am

Re: Detect Fireball

Post by akroma222 »

Hey,
either of you two have any success with this type of mechanism?? I am trying to put together a deflection spell that redirects projectiles and or some spells....
Cheers!
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Neikun
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Re: Detect Fireball

Post by Neikun »

Diarmuid covered spell spinners in his Extended Spell Framework.
viewtopic.php?t=4459
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akroma222
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Joined: Thu Oct 04, 2012 10:08 am

Re: Detect Fireball

Post by akroma222 »

Ahh thanks Neikun!
I have only just returned to the forums after a month or so break.... I am quite behind on a few things, overwhelmed actually!!
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Diarmuid
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Re: Detect Fireball

Post by Diarmuid »

Hi Akroma,

Indeed, setting up spell spinners is a breeze with exsp:

1. You install exsp
2. You put the spell spinner objects in the dungeon

That's it! No scripting required whatsoever, just spawn your spells as usual, exsp will detect and track them.

You can test it in action the EXSP Lab: viewtopic.php?f=14&t=4860.
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: Detect Fireball

Post by akroma222 »

Thanks Diarmuid!
That is fantastic... I have looked into your system and now I think I am all in...
It will take a bit to convert everything over as I have around 60 custom spells, with about 10 more to script up
But I think your system will allow me to do the things I really couldnt before :D

I am setting up a test dungeon to get the Jkos framework, grimq and exsp up and running, I will keep you posted :)
I may even ask for a little help if I run into trouble ;)
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