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Detect Fireball

Posted: Sat Nov 17, 2012 1:17 pm
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.

Re: Detect Fireball

Posted: Sat Nov 17, 2012 6:37 pm
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

Re: Detect Fireball

Posted: Sun Feb 10, 2013 11:37 am
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!

Re: Detect Fireball

Posted: Sun Feb 10, 2013 3:25 pm
by Neikun
Diarmuid covered spell spinners in his Extended Spell Framework.
viewtopic.php?t=4459

Re: Detect Fireball

Posted: Fri Feb 15, 2013 3:55 pm
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!!

Re: Detect Fireball

Posted: Fri Feb 15, 2013 4:40 pm
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.

Re: Detect Fireball

Posted: Fri Feb 15, 2013 8:31 pm
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 ;)