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Author Topic: Real Arrows  (Read 2502 times)

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Real Arrows
« on: »
Hey Guys, Check this out, was messing around with GUTS this weekend and look what came out of it...

This new mod: Real Arrows
Non-steam Download
I edited the missiles from the ratling archers, edited a bit the particles and BAM! now the bows and crossbows have arrows.

They work great, except for one detail, they don't get enhanced range from Marksmanship, so I have to give them a really big missile max range, but the targeting is still the normal for the weapons. So that makes shooting the Crossbows while holding shift pretty OP, but the Bows almost useless because it shoots with an arc. Later I'm gonna post some gifs to show it in action.

As always, feel free to unpack it, use it or whatever.

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Re: Real Arrows
« Reply #1 on: »
Thought: Maybe you could get range bonuses working as follows: (1) Change the bow units from firing a missile to firing a skill, like the cannons; (2) Have the skill select between a whole bunch of different event start blocks via statwatchers on the static stat "MISSILE RANGE BONUS"; (3) Have each event start block fire a missile with a different max distance. Hmmm.... actually, on second thought, that may not work... When a weapon uses a skill, I have no idea whether the activation range is controlled by the weapon's range or the skill's range. This would only work right if the weapon's range controlled, and it was still modified by missile range bonus.

Re: Real Arrows
« Reply #2 on: »
Yeaaah... and that is kind of a lot of work, is just a bad move from runic actually, since the missiles that are fired from wands actually inherit the range bonus, but the missiles you add to other weapons don't. I first tough it was tied to some property in the missile but it isn't. Other way would be to make new unittypes for the bows and crossbows that inherit the wand unittype to get the range bonus aplied to missiles (I think it should work) but then that could cause problems with spawnclasses and skills so I didn't go that way.

Re: Real Arrows
« Reply #3 on: »
Maybe: Subdivide wands into two unittypes: true wands and bows/xbows. Then update skills and spawnclasses from "wand" to "true wand."

Re: Real Arrows
« Reply #4 on: »
Intersting! I'll try this out on the weekend. Thanks Anarch!


 

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