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Castle Paradox
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MaltLiquor Guest
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Posted: Sun Nov 01, 2015 2:43 pm Post subject: Handling bows, guns, etc |
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Just wondering how everyone handles weapons that consume ammunition, like bows and guns. My problem, specifically, is how to make bows two-handed, to prevent the fallacy of wielding a bow and a shield. |
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Ronin Catholic Deadliest of Fairies

Joined: 23 Jul 2007 Posts: 530 Location: My Girlfriend
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Posted: Sun Nov 01, 2015 11:36 pm Post subject: |
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You can't. If you want any of a character's weapons to be two-handed, you have to simply not allow that character to equip shields to his shield slot. _________________ "I didn't start the flame war;
I don't know what you thought here
'Twas that way when I got here"
"I didn't start the flame war;
I can't understand a word you're saying
nor the game you're playing~" |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Nov 02, 2015 11:30 pm Post subject: |
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I think that's two questions? Two completely unrelated ones?
Regarding ammunition, see 'How do I make a weapon that requires ammunition?'
There's no builtin support for detailed equip limitations in the engine. You'll have to use a workaround. You could use a script to check for the case that a shield and a two-hand weapon are both equipped, and if so automatically unequipping the shield. Unfortunately you can only run a script after exiting the equip menu, not during. You should also include a message telling the player what happened.
There aren't really any better options. You could script the equip menu from scratch to get total control, but that's a heap of work. _________________ "It is so great it is insanely great." |
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