> I started to code a futuristic mud where I had this type of system. > What I did was add several new variables to the object structure, > mainly increasing the value[4] array to value[8]. > > Then for the weapon item types, I used one of these new slots to hold > a bit if the gun had a magazine in it, and if so, the next slot > contained > how many bullets it had. Then your load/reload commands do all the > necessary > checks like ammo type, size, and all that stuff. I got weapons working > pretty good but once I got deeper into this mud, I ran into a lot of > 'brick walls' when trying to implement stuff. The circle combat system > is > not structured well for a system of this nature. I wanted to implement > cyclic rates, the ability to fire off several shots per round, delayed > grenades, and all that stuff and I just lost interest in the whole > project. Easily done, as I've recoded ranged 2.1 to support that kind of thing, using fire_weapon and missile(which I renamed to ammo in the code). However it was quite discouraging along the way... since ranged weapons was not too stable on windows 95. The grenade-explodin' function didn't work because it'd call obj->next right after obj was freed after its unfortunate demise. :) .-------------------------------------------------. | Administration of The Fractal Dimension | | "Non-existent MUD of the Year" | | Reach us at fracdime@geocities.com | '~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~' +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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