> WOW! Del Minturn wrote on Wed, 26 Aug 1998 > > >check the archives.. the twist has been done before.. > > > Ive checked em, cant find em, hmmmmm > Curiously enough, FearItSelf (Chris Jacobson) of Aliens vs. Predators has a system _very_ much like it. He has posted messages to that effect, and excellent hints. Even more curious: I have a system _very_ much like it too... isn't it a small world? I wrote it based off of Ranged Weapons 2.1 ... leaving the original weapons in and then implementing fireweapons and missiles... renaming them to TYPE_GUN and TYPE_AMMO because it was easier to remember that way. The grenade code took a while to figure out though. It worked on a Linux machine, it won't work in Windows 95. It was because of the free_obj function call for exploded grenades. Contrary to some of your opinions, it _did_ work in bpl12 on a RedHat 5 machine. The ranged weapons damage() call did crash that machine tho... that one was easier to figure out. I think I've talked enough about me for today... so here's the answer to your question. In do_hit function add the GET_AMMO(obj)-- before all the checks for if the guy hit or not, but after the checks for the existance of the enemy and weapons and what-not. Easy enough? Make sure you test that the weapon type is shootable and it contains AMMO. Personally, I decided eventually to add another struct obj_data pointer field in the obj_data field to refer to the almighty Ammo clip. .-------------------------------------------------------------. | The Fractal Dimension -- "Nonexistent mud of the year"| '-------------------------------------------------------------' +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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